ArunPrasath

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About ArunPrasath

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  1. Brine is always giving 40C Water through Desalinator. We need it to give the output at the same temperature as the input. Salt Water is doing this already. so not clear why Brine is doing this Also, we need the Electrolyzer to output gases at the same temperature as the input water temperature. At worst case, it should be some temperature higher than the input water (if we want to make the game harder). Giving flat 70C O2 and H2 is not right.
  2. Hi, The dupe below is stuck floating in water. I've enabled navigation for the dupe - it's not showing any route. Fixed after reloading game.
  3. Hi, Transported items doesn't get recognized after moving to new plantoid. Here I've transported steel from inital plantoid to new one. Steel isnt showing up in the menu for building any steel buildings.
  4. Hi, I saw in the DLC that the Refrigerator no longer works without power. I dont really understand why this is so - we still have the unpowered box which takes larger area, but does the exact same thing, meaning when we immerse it in hydrogen or CO2, food doesnt spoil. All I did was replace the fridge with the food box and it was worked around.
  5. I killed off all plug slugs. Way too much ore consumption (Ended up struggling with ores coz i killed them off too late). I guess inverted slugs is something that can be looked into - we have practically unlimited energy at the end. But the game's space biome is very much over powered right now. I'm 100% relying on solar power. And I got most of the glass from the wrap conduits in the maps. @Ipsquiggle you might want to re balance this. No meteors means 100% (daytime) solar output. I lined up each biome surface with just solar collectors. 100% clean and unlimited energy.
  6. Temperature of the ladder keeps on increasing even when made of insulation
  7. Saw 2 issues. Not sure if they are intended or are bugs. 1. The Clearance toggle works in reverse - ie, when it shows "Clearance - Always" it actually prevents dupes from entering unless there's an appropriate dock for the suit and vice versa for "Clearance - Vacancy" 2. Automation is not working on the exosuit and jetsuit docks - when connected to a Red signal, dupes are still using the docks as usual. In the attached image, you can see a dupe using the suit (at the center left of the image) even when the signal is red. PS: Game lag is terrible - changed all dupe's suits to jetsuits and the game is barely giving 2FPS at fast speed!!!! Please do something to fix it!!!!!!!!!!! Memory usage is crossing 4.5GB for ONI alone. I've attached the safe file for checking what's the issue in it. A couple of mods are enabled here BTW Radical Pigpen.sav
  8. Saw 2 issues. Not sure if they are intended or are bugs. 1. The Clearance toggle works in reverse - ie, when it shows "Clearance - Always" it actually prevents dupes from entering unless there's an appropriate dock for the suit and vice versa for "Clearance - Vacancy" 2. Automation is not working on the exosuit and jetsuit docks - when connected to a Red signal, dupes are still using the docks as usual. In the attached image, you can see a dupe using the suit (at the center left of the image) even when the signal is red. PS: Game lag is terrible - changed all dupe's suits to jetsuits and the game is barely giving 2FPS at fast speed!!!! Please do something to fix it!!!!!!!!!!! Memory usage is crossing 4.5GB for ONI alone. I've attached the safe file for checking what's the issue in it. A couple of mods are enabled here BTW Radical Pigpen.sav
  9. Hey ipsquiggle ... that's really not the case - the dupes wouldn't do anything and will keep on calling critters to come. But the problem was that the critters wouldn't come (coz of no grooming station?) and they end up doing this for the whole day I'm afraid I've long since moved past this save file - faced the 5fps situation and had to start over. But this is the exact scenario for the bug- 1. the entry for the stable room will be from top, where dupes enter in exosuits the ranch is for phosporite - drekos will be in a stable with balm lily flowers in a chlorine atmosphere. The room size will be around 72 tiles. 2. Have the grooming station in the location where the critter dropoff is currently seen in the attached picture. One farm tile would be occupied by the station. The 2 sets of plastic tiles and one column of fire pole will still be there. 3. Bring in dreckos/add them from sandbox. 4. Let the grooming happen for 100+ cycles (not sure if this is required to be done this long for the bug to surface) 5. On one fine cycle, deconstruct the grooming station and replace it with a critter dropoff (there was a critter dropoff in the middle of that 72 tile room, which was removed and newly constructed at the location seen in the pic). The important thing is to make the room open now - so they'll not be classified as a room anymore, but will have critter dropoff nevertheless. You'll find that the dupes will repeatedly try to ranch critters, but will not be able to do so and will be stuck in a loop every cycle I actually had 3 rows of such stations cascaded one below the other - so if you look closely at the top of the screenshot, you'll find Ellie and Camillie also trying to groom critters and are stuck in the loop (along with 2 others on the row above, but not seen here). Moreover, when removing the tiles to make it 'not a room', the whole area would have been still enclosed with insulated tiles with door at the top center.
  10. Game is barely giving 5fps. This is on a decent machine with 4 cores (i5 6600 non-k) + GTX 1060 6GB + 16GB RAM. Attaching game file here. (Had used sandbox mode for a couple of things) Think everybody expects a good deal of stability and smoothness in a game which is out of Early Access ... just my 2 cents Super Pit.sav
  11. Dupes are trying to ranch critters in places where station is deconstructed
  12. Tempshift Plates are not working in space. below is the construction. The miner keeps heating up. there are 4 plates total here -> 2 are below the 2 visible tempshift plates
  13. Yup... this is just a graphics bug here. Since the junction's arms are quite long, the actual water is split evenly eventually after the 2 pipe parts. I'll try giving vents immediately after the T junction to verify this.