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About Nitroturtle

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  1. I think the main issue is this assumption. I'm fairly convinced from my time playing this game in early access, that often times there are no intentions and stuff is just added to see how players react. Things that are wildly broken, get adjusted. While this instance is an example of something that's pretty broken, players have found ways to adapt so it's not very high on the list of things to fix.
  2. A wire network only has as much capacity as it's weakest link. Bridges are limited to the same voltage as their respective wire types(1kW normal, 2kW conductive). You need to use heavy-watt joint plates to connect your heavy-watt wires through walls.
  3. Game Crash Cycle 1062

    Yup, I tried the same and it crashed for me as well. I suggest creating a bug report and including the save along with the same description to reproduce. Hopefully they can fix the issue.
  4. New game crashing

    Try deleting your 'Documents\Klei\OxygenNotIncluded' folder. Though, make sure to backup any saves first if you want to keep them. You may have something messed up in the settings and I don't believe those files are purged when you delete the game.
  5. Game Crash Cycle 1062

    I let the game play through cycle 1062 twice and neither time crashed. I would try disabling your mods and see if one of them is causing the issue.
  6. Rockets won't launch until the doors are open. Also, there was a discussion awhile back about @ruhrohraggy's design posted above and we collectively decided that it was possible for a rocket to return without enough time to open the doors using 0% quality scanners. With that said, I've used this setup in a previous base and it doesn't happen very often. So as long as you're okay repairing doors occationally, it will work for the most part.
  7. The priority curse

    Dupes won't deliver to coal generators if they are disabled by automation. I know, it's pretty stupid, but that's the way it works.
  8. Transporting Liquid hydrogen

    Yup this is exactly what I was referring to in my post. If you just use bridges to hop over the hot tiles (which it sounds like you've done) you shouldn't have any more issues.
  9. Transporting Liquid hydrogen

    I'd suggest looking at the path to see where the heat is being lost. I've built rocket setups with recirculating piping for hydrogen and never had any issues with phase change. The key is to run pipes in a vacuum. If you need to cross a wall, especially the hot walls of a rocket silo, make sure you're using bridges to avoid heat transfer. Maybe post a picture or a save file and we can assist further.
  10. So I loaded up your save, and observed the same as you describe. Dupes are invisible, they show at 0 kcal in the vitals screen and there's an error on the right side that says to reload. I then saved the game with a new name, exited entirely, then loaded up the new save. The dupes show up again and it appears fine. The error message is gone. However, dupes immediately start dying off. You may need to try the same procedure with an earlier save, if you have one, to see if that fixes the issue. Anyways, here's the new file, hope you can get it recovered. If you can't get an earlier save file fixed, post it and I can do the same thing I did here to try to salvage it. Saucy_b4_new_rocket_fixed.sav
  11. I want to preface this by saying that I work in software development myself and I have a lot of respect for the game devs and the hard work they put into improving the game. I've also been quite vocal about having these performance issues addressed and I've been checking forums daily hoping to see a performance patch drop. With that said, I eagerly hopped on the test branch and loaded up my 2k cycle save to see the difference. The game does feel slightly smoother I guess, but it's marginal at best. Had this patch gone live without mentioning performance inprovements, I don't know that I would have noticed. Maybe my expectations were too high, or maybe my specific use-case doesn't see much gain (I play on a <1 year old fairly high end PC). Maybe the improvements are being counteracted by the logging that happens on test builds and will improve once the build goes live. I was hopeful that we'd see significant performance gains in late game bases. I was also hopeful that the issue with reloading a game while within the game would be fixed (faster to exit game then load than to reload within the game). With no disrespect to the devs, my honest feedback is that this performance pass didn't seem to improve much from what I've seen. Hopefully this is an ongoing effort and we'll see additional improvements, either in the current test build or future builds. BTW, may want to take a look at the power overlay. If I select a battery and then click on the energy tab, my game drops to single digit FPS.
  12. I'm seeing weird stuff with liquid shutoff valves that should be flowing 100% leaving spaces between packets with brief "blocked pipe" messages. Reloading seems to fix the issue, but I've had it pop up on a couple different liquid shutoffs.
  13. Gassy moo bait?

    I stand corrected. It's actually the dropoff location that has to be in a room. Just tested both scenarios.
  14. Gassy moo bait?

    The catch is, the dropoff must be in a room. The best part about setting up a Gassy Moo farm is that they don't reproduce. So you'll get real good at dealing with getting them wrangled if you continue to raise them. With the amount of work involved in setting up the infrastructure to support a Gassy Moo farm, they could produce tungstun and I'd still question if it's worth the effort.