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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.


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Klei Bug Tracker

Game Updates

Hot Lava Bug Reporter

Everything posted by wachunga

  1. I did some brief testing using my saves from the various bug reports. It does look like it's fixed. Thanks to the devs who were involved in fixing it. And to the posters who squeaked enough to get it fixed.
  2. Material travelling on a conveyor that is offscreen does not transfer heat sometimes. This happens when the conveyor is diagonally offscreen to the lower left or upper right. Heat transfers properly when the conveyor is to the upper left, lower right, or directly above/below/left/right. Conveyor Bug.sav
  3. Yes that's the main discussion, thank you. I was vaguely aware of oddities prior, but that really delved into it. Credit to Tonyroid for putting in the work testing and figuring stuff out. I think I found the report I was thinking of: And for good measure: Searching back through through all the reports really makes it clear how many unresolved and unacknowledged issues there are. Klei please.
  4. I found this concept interesting enough to make a test rig to get a ballpark idea of the heat deletion between water and ethanol. SelfCoolingAT.sav Flip the atmos to start the ATs. Watch reservoir temps to evaluate the heat deletion. Ethanol does about twice that of plain water. One would suggest the deletion is about half from the bug and half from the SHC manipulation. There is a poorly understood bug involved though, so I would advise caution in reading too much into it. Hydrogen is provided to demonstrate the heat deletion bug is very likely due to liquids blorping into gas over and over. It's reservoir temp will go down, but that's because heat is being dumped into the hydrogen. Manipulate the hydro sensor to return the reservoir temp to it's initial state and you'll see the hydrogen temp has returned to it's initial state as well (rounding errors notwithstanding). I hope this can lay to rest the question of whether or not there is a bug deleting substantial amounts of heat in these types of builds.
  5. Jesus Christ. What the hell happened to this game and this forum? **** me.
  6. You can use water instead of ethanol and get heat deletion in the same way. So I think it's less about manipulating SHC differences and more about the game being buggy with heat energy when you have droplets that evaporate causing big changes in gas pressure. Same thing as turbines deleting heat when the output water is feed back into the steam chamber in certain ways. The turbine heat deletion has been posted about several times. There is a bug report somewhere that shows the bug with 2 cells of differing gas pressures mixing. I can't be arsed to find it though. Nice idea though. I'm a fan of doing clever things by condensing gases. It's a shame the game is so damn buggy.
  7. Loose debris sitting on an insulated tile transfers as much heat as if that tile was not insulated. This also applies to the contents of buildings that lack the "Insulate" StoredItemModifier. Reservoirs, farm tiles, glass forge, etc. The glass forge is particularly problematic and should be insulated regardless of this bug. DebrisHTBug.sav
  8. Automatic dispenser does not always respect storage priority. In some circumstances, an automatic dispenser with a priority of 1 will generate errands to pull resources from a storage bin with a priority of 5. When the bin and the dispenser have identical resources selected, the dispenser behaves properly. When the bin and dispenser have different resources (bin having more resources than dispenser or vice versa) the lower priority dispenser will pull resources from the higher priority bin. Both situations are identical except the bin on the right has an extra resource selected. The dupe (or sweeper arm) on the right continuously moves dirt from the bin to the dispenser and then from the floor back to the bin. AutoDispenserBug.sav
  9. The brine conversion of the desalinator still has a minimum output temperature of 40C while the salt water conversion has no minimum. I'm guessing no minimum is what's intended and the brine conversion was simply overlooked. From the code, Brine: new ElementConverter.OutputElement(3.5f, SimHashes.Water, 313.15f, useEntityTemperature: false, storeOutput: true, 0f, 0.5f, 0.75f), new ElementConverter.OutputElement(1.5f, SimHashes.Salt, 313.15f, useEntityTemperature: false, storeOutput: true, 0f, 0.5f, 0.25f) Salt water: new ElementConverter.OutputElement(4.65f, SimHashes.Water, 0f, useEntityTemperature: false, storeOutput: true, 0f, 0.5f, 0.75f), new ElementConverter.OutputElement(0.35f, SimHashes.Salt, 0f, useEntityTemperature: false, storeOutput: true, 0f, 0.5f, 0.25f) DesalinatorBug.sav
  10. Liquid and gas pipes are buggy and flowing from output to output. Solid conveyor appears to be ok. The two gas pipes with filters are identical yet one flows from output to output while the other does not. Adding gas pipe between the two pumps causes the middle to flow. Pretty weird. ConduitFlowBug.sav
  11. In the same vein as infinite power using batteries but with generators. Multiple "dead" generators will provide power so long as there is a "live" generator. Tested with manual generators and steam turbines, presumably this effects all generator types. Each dead generator seems to provide power as if it was another of the live type. 7 dead steam turbines make an extra 2800W as if they were live manual generators. The report screenshot shows how much more power is being consumed than is being produced. Power Bug.sav
  12. Ask and you shall receive:
  13. [Game Update] - 322093

    This bug still exists for manual generators, steam turbines, and probably other generator types. Power Bug.sav
  14. Gamebreaking Transformer bug - exploitable

    Good find. Looks like this happens with all generators. Those with pipe inputs/outputs need to have a pipe there and then they start producing free power. You can mix and match generators with the bugged ones acting as more of the unbugged one. One petroleum generator with a bunch of unmanned manual generators can produce 19.98 kW of power (333 smart compactors). This seems to get fixed after a reload but rebuilding the manual generators can bug it out again. Transformer Bug.sav
  15. [Game Update] - 298494

    There is a new metal refinery bug that allows it to run without enough coolant. Doing so causes the coolant to heat up more than it would with the proper amount of coolant. This is potentially the issue you are having but it's impossible to say without more information than is provided in your screenshots.
  16. [Game Update] - 298494

    I am able to build joint plates such that the port is behind machinery. Except when that port overlaps the machinery's port. Which was the entire point because doing so often causes problems. I think the complaint being that it makes retrofitting joint plates into existing sealed rooms a bit more difficult.
  17. [Game Update] - 298192

    That is the new designed behavior of refineries. Three different pools of coolant inside. New, in-use, and used. At the start of a job, 400 kg gets moved from "new" to "in-use". At the end of a job, "in-use" gets heated appropriately and then moved to "used". That being said, there is a bug which allows the refinery to be used when there is not enough "new" coolant inside. It states "Awaiting Coolant" but dupes can use it regardless. This causes the coolant to super heat and break the exit pipe. The "in-use" mechanic is a bit problematic also. If a job is removed from the queue and a new one added, more coolant is moved from "new" to "in-use", even if there was already 400 kg in "in-use".
  18. Mechanized Airlocks temperature transfer

    Looks like loading a game stops tempshift plates from working properly. Plate Test.sav Build that and everything works fine, load that and no heat transfers. It appears only the 8 perimeter tiles of the plate are affected, the center tile transfers heat.
  19. I think this behavior has been around for a long time and we just haven't taken note of it. I get the same thing reverting to RU. Despite being quite old, this thread still seems largely accurate. Piping has changed slightly. Cell/building appears to be unchanged (or only minorly changed). I've independently arrived at the same equations for those through experimentation. Assuming the cell/cell info is mostly correct, there is a 25x multiplier between gases and solids which doesn't exist between liquids and solids. Presumably this is for gameplay reasons, but it can cause odd situations. The devs really ought to redo heat transfer as it's a janky, kludgy, unintuitive mess. For example, a cold building in hot surroundings can behave vastly differently than a hot building in cold surroundings, everything else being exactly the same. This should absolutely not be the case.
  20. This happens when the solid tile is more than 3C above the vaporization point of the liquid. Seems to be with any liquid or any solid. For example, liquid chlorine will vaporize upon contact with an insulated ceramic tile until the ceramic drops to -31.6C. Heat transfer then effectively ceases as should have been the case all along. It's been around since at least EU. This is one of the reasons for seeing lots of natural gas, or now sour gas, in the oil biome. Map gen occasionally exposes >540C abyssalite to crude oil and then blamo!
  21. [Game Update] - 284053

    Polluted Water Liquid Phosphorus Liquid Sulfur Petroleum Naphtha Crude Oil Liquid sulfur fits 740kg per tile. Heat capacity of 0.7 and conductivity of 0.2 across all phases. You can't currently pick it up with a dupe or sweeper.
  22. [Game Update] - 284053

    Well nobody actually needs 60kW of power. Converting .5-1kg/s is more realistic, I just used 10kg/s for an easier comparison. A volcano or even minor volcano is sufficient. One could also play games with the regolith -> igneous thing as Pyrrus stated. Or use a metal refinery to generate the heat. I mean the SHC of SG is obviously wonky, but it's not an undoable thing. Certainly waaaaay more functional than the turbine. Which requires a minimum of 3.134MW of heat to produce 2kW of power.
  23. [Game Update] - 284053

    10kg/s crude -> petroleum gets you 10kW power. Requires 300-400kW of heat to convert. 10kg/s crude -> SG -> NG gets you 59.5kW power. Requires 6.5-7MW of heat to convert. You could also make use of the really cold NG somewhere first. It all comes down to what you want. Crude -> petroleum is a simpler build, but if you're already capable of that, crude -> SG -> NG isn't a big deal either. Maybe a more challenging build is a plus for you.
  24. Steam turbine leaks

    Steam turbines randomly move steam from their input tiles to their output tiles even when not running. When running, this happens in addition to the intended 10kg/s. Only happens with steam present on the output side.
  25. You're not wrong vis a vis arithmetic average, but you do have to consider where the naptha and petroleum are coming from in the first place. With it's higher specific heat, naptha is more difficult to cool to 23.1 than petroleum. By starting at 23.1 for both you are effectively biasing the experiment in favor of naptha.