• Content Count

  • Joined

  • Last visited

Community Reputation

62 Excellent

About SixbySix

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I hope they patch this out. That said, there should be upgraded batteries and storage tanks that equal the ones on the rockets... Kinda silly that rocket gas tank takes 3600 kg and regular tank takes 150. (yes I could use the liquid over the vent for unlimited storage but I think that cheaty.) 6x6
  2. Use engineer tune up on the turbines.... it makes a big difference in output. -6x6
  3. Was it intentional to not allow heavy watt wire to be built in Solar panels? (ie. connect to the power output) Weird thing is you can put them down before the panel is built and then build the panel over them. But you can't build them once the panel is completed. -Six (I will admit I have mods in place so I can't test this to make sure its not a mod causing it. That said none of the mods were updated, only the base game. Loading the save without the mods crashes so I can't attach the save.)
  4. Someone should mod in that the first pass on the desalinater turns brine to salt water, then the second one turns it to water. Any takers .......
  5. Any way to make salt water from Brine or solid salt? Want to try farming lettuce for burgers. And yes I know I can just let the pips plant the lettuce and put water on it :P
  6. Pathing to the nose cone can get frustrating... I had a nosecone on top of Co2 engine and no matter what I did I couldn't get the dupes to enter the cone. (They ended up pissing in the water supply on the newly settled planet.) I finally rebuilt a module between the two and magically I could enter the nosecone again. -6x6 (reload fixed it) Its a pathing problem when you deconstruct a middle module.
  7. I have the same bug: Assert failed: HEP anim is shorter than emitDurration, change the animation to match. UnityEngine.Debug:LogError(Object) Debug:LogError(Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Debug.cs:142) Debug:Assert(Boolean, Object) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Debug.cs:188) DebugUtil:Assert(Boolean, String) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/DebugUtil.cs:20) States:EmitRemainingPayload(StatesInstance, Single, Int16) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/HighEnergyParticle.cs:190) States:<InitializeStates>b__7_12(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/HighEnergyParticle.cs:176) GenericInstance:ExecuteActions(State, List`1) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874) GenericInstance:PushState(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833) GenericInstance:GoTo(BaseState) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128) Transition:Evaluate(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1280) Context:Set(SignalParameter, StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1967) Signal:Trigger(StatesInstance) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1942) HighEnergyParticle:Collide(CollisionType) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/HighEnergyParticle.cs:218) HighEnergyParticle:CheckCollision() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/HighEnergyParticle.cs:316) <>c:<InitializeStates>b__7_7(StatesInstance, Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/HighEnergyParticle.cs:135) BucketUpdater`1:Update(StatesInstance, Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:96) UpdateBucketWithUpdater`1:Update(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79) BucketGroup:AdvanceOneSubTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152) StateMachineUpdater:AdvanceOneSimSubTick() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244) Game:SimEveryTick(Single) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1368) Game:Update() (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1344)
  8. They use different formulas for calculating heat transfer. Insulated tiles use the lower value, non insulated tiles use the average.
  9. You can tune up steam turbines and in most places it shows a 1275 max output, however its not actually outputting 1275. Its only outputting 850. You can observe this by hovering over the turbine itself and by looking at power production vs consumption. This power overlay (Shot #1) appears to show them having a max of 1275. The power detail of a wire appears to show them outputting 1275. The total Production appears to show them producing 1275. Production appears higher than consumption, however the batteries and still loosing charge quickly. It appears everything thinks it can produce 1275, but the algorithm that determines actual output is capped at 850. Perfect Crew.sav
  10. Can you fix the ready to land notification like the skill notification? Mine never seem to go away.
  11. Mesh and airflow tiles still show space behind them even though they don't let gas escape. Its a bit confusing for new players.
  12. The same planet is displayed multiple times on the star map at 4k resolution. See screenshot.
  13. Did you deconstruct anything of steel inside a wall/floors? I get material stuck in closed rooms alot when I deconstruct pipes, vents, automation and wires in the walls/floor. 6x6