silentsnack

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About silentsnack

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  1. Every now and then, I've noticed my autosweepers just sit and do nothing even when there are pickup/delivery orders in their radius. Disabling and re-enabling the machine sometimes makes it start working again, otherwise save/load resets it. Timeline.sav
  2. Wolframite bunker door?

    The door built as normal, tried deconstructing it and it dropped 500kg steel
  3. Also saw this happen with a gantry just now, it got hit by the engine during launch and 100kg steel appears for no reason.
  4. The dupe will run to pick up an item and then immediately drop it and leave to do something else. This happens many times in a row. It looks like it happens consistently if they pick up the item while holding their breath, then have to spend some time pathfinding for the next destination. I guess this is part of a larger issue that the game really needs an option to force duplicants to finish errands they start unless there's a really good reason not to, so they don't drop what they're carrying to go recover their breath, etc.
  5. Not a bug but incredibly annoying, my dupes keep making expressions at extremely inconvenient times like doing the the "ick I just got wet" dance while holding their breath (which leads to an endless loop of canceling an errand) or standing in scalding steam to complain about being hurt. If this system is working as intended those tasks should be marked as impossible.
  6. It seems like the critter lure doesn't always use the correct dimensions/footprint for preventing other construction.
  7. Permant Red Alert

    I got a permanent Red Alert by ordering a [!!] priority construction in a tile with regolith above it, so the duplicant(s) had to dig multiple times and each time it un-flashed no-alert(?) for 1~2 frames before starting the next dig/build step. Dunno if that had anything to do with it. Saving/loading seems to have reset it.
  8. It looks like the critter-specific foods aren't properly matched to their filters, since coral bugs want to eat stuffed berry (and need it to raise chances of azure morph) but the feeders can't be stocked with it.
  9. A rancher interrupted grooming for a bathroom break, and the slickster stayed on the station. Later another rancher came along to do some grooming but they just stayed in the whistling animation (trying to call over a critter) even though there was already a critter occupying the station. Saving and then loading unjammed it.
  10. Yeah, after going back and manually forcing them to switch out the suits while watching frame-by-frame, the O2 wasn't deleted. It's just the UI being obtuse, because it says "No oxygen" if the dock's oxygen storage is empty. Even if the suit has 50kg oxygen. The weirder part is that freshly installing an atmo suit (regardless of oxygen level) makes it viable to wear, but a suit that has been worn for 5 seconds and returned to the dock (via checkpoint) says "NO O2" and is unavailable to use until it has been completely refilled. To work around that annoying glitch(?) you can manually eject the suit and request another one. Except if you've got more than one atmo suit floating around it can end up loading/refilling the wrong one. Which was what made it look like ~100kg of oxygen had simply disappeared.
  11. I haven't used exosuits all that much before so I'm not very familiar with the mechanics, but I've noticed a couple of oddities:. Weirdness part one, when a duplicant returns a suit it seems the dock just discards any oxygen in the both suit tank and the dock. Weirdness part two, while there is a suit now-magically-emptied in the dock, if you try to refill it with oxygen with a low flow rate, oxygen pumped into it shows up as like 40g but then immediately vanishes on the next tick. So the dock will flash its flash "no oxygen" indicator every other second. After going back and manually forcing some dupes to switch out the suits while watching frame-by-frame, the O2 wasn't deleted. It's just the UI being obtuse, because it says "No oxygen" if the dock's oxygen storage is empty. Even if the suit has 50kg oxygen. The weirder part is that freshly installing an atmo suit (regardless of oxygen level) makes it viable to wear, but a suit that has been worn for 5 seconds and returned to the dock (via checkpoint) says "NO O2" and is unavailable to use until it has been completely refilled. To work around that annoying glitch(?) you can manually eject the suit and request another one. Except if you've got more than one atmo suit floating around it can end up loading/refilling the wrong one. Which was what made it look like ~100kg of oxygen had simply disappeared.
  12. For some reason, whenever I order an omelette made or whenever I change priority on ration boxes, my duplicants will get into a loop of continuously picking up a ridiculously small fraction of an egg. Like in this example Apocalypse.sav and in the screenshots, Max just keeps continuously picking up 18.2mg raw egg and then picking up another 18.2mg except it never appears in his inventory. It seems like the game is treating it as a roundoff error since it never seems to register any mass as having been moved. And the cooks are refusing to start cooking even though there's already 1kg egg in the grill.
  13. Wouldn't be as much of a problem if the effect could actually stack (massive growth rate boost, or have the fertilized status last for a month)