bummins

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  1. Alienware M17 R2 Laptop from March 2020 Time : 02:41 or 161 sec with default Laptop Fanspeed Time : 02:34 or 154 sec with Max speed Laptop Fanspeed CPU : Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz Graphics card : GPU0: Intel(R) UHD Graphics 630 Shared GPU memory 0.5/7.9 GB GPU1:NVIDIA GeForce RTX 2080 with Max-Q Design Dedicated GPU memory 2.7/8.0 GB RAM : 16 GB (DDR4 2667 MHz) CAS* : 19/19/19/43 HDD : PC SN730 NVMe WDC 512GB
  2. Hello, i also have experienced this bug too: I would like to add that I also had the same error: [19:54:09.457] [1] [ERROR] Potential infinite transition loop detected in state machine: SleepChoreMonitor(root.checkforbed) Goto stack: root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor
  3. I would like to add that I also had the same error: [19:54:09.457] [1] [ERROR] Potential infinite transition loop detected in state machine: SleepChoreMonitor(root.checkforbed) Goto stack: root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor root.checkforbed root.sleeponfloor
  4. I saw another post from Feb'21 on the same issue, I searched though all my saved filed to find the one at fault. I have been using debug mode to design my worldgen mod Baator, so it seems that when the world was saved with debug mode enabled the screengrab has a different resolution ratio. and Very bizarre is the .png image is 141Mb in size and too big to attach., here are the files: https://www.dropbox.com/sh/sl1k2zgwaql1vrq/AADn0iIHLz8iRFJfoN7ir_7za?dl=0 Loveliest Dreamland.sav Player.log
  5. I tried using useRelaxedFiltering as well but that didnt seem to help
  6. HI I am designing a worldgen mod and I am having some difficulty in generating points of interest within the starting biome area. Firstly can someone tell me are the old points of interest system that are defined within the sub-world yaml file now ignored? pointsOfInterest: ruins_a: - poi/Food ruins_b: - poi/Food Next, does anyone know how to get the new points of interest system with the worldTemplateRules work with a GuaranteeAll statement in the starting biome the lines below always fails worldgen see log below worldTemplateRules: - names: - poi/Food listRule: GuaranteeAll priority: 500 allowedCellsFilter: - command: Replace tagcommand: DistanceFromTag tag: AtStart minDistance: 0 maxDistance: 0 [21:30:08.359] [26] [WARNING] Could not place poi/Baator_AvernusStart_Food using normal rules, trying relaxed [21:30:08.360] [26] [ERROR] TemplateSpawning: Guaranteed placement failiure on expansion1::worlds/Baator_dlc_debug listRule=GuaranteeAll someCount=0 moreCount=0 count=1 Could not place templates: - poi/Baator_AvernusStart_Food world traits= TemplateSpawning: Guaranteed placement failiure on expansion1::worlds/Baator_dlc_debug listRule=GuaranteeAll someCount=0 moreCount=0 count=1 Could not place templates: - poi/Baator_AvernusStart_Food world traits= [21:30:08.361] [26] [WARNING] Worldgen Failure on seed BAATOR-SOS9-981903014-1M3 [21:30:08.365] [26] [INFO] Reporting error. [21:30:08.365] [26] [INFO] WorldgenFailure [21:30:08.365] [26] [INFO] at ProcGenGame.TemplateSpawning.SpawnTemplatesFromTemplateRules (ProcGen.WorldGenSettings settings, System.Collections.Generic.List`1[T] terrainCells, SeededRandom myRandom, System.Collections.Generic.List`1[System.Collections.Generic.KeyValuePair`2[Vector2I,TemplateContainer]]& templateSpawnTargets, System.Collections.Generic.List`1[UnityEngine.RectInt]& placedPOIBounds, System.Boolean isRunningDebugGen, ProcGenGame.WorldGen+OfflineCallbackFunction successCallbackFn) [0x003a1] in <34596b94026340528c5a12b9fac008f1>:0 at ProcGenGame.TemplateSpawning.DetermineTemplatesForWorld (ProcGen.WorldGenSettings settings, System.Collections.Generic.List`1[T] terrainCells, SeededRandom myRandom, System.Collections.Generic.List`1[UnityEngine.RectInt]& placedPOIBounds, System.Boolean isRunningDebugGen, ProcGenGame.WorldGen+OfflineCallbackFunction successCallbackFn) [0x00063] in <34596b94026340528c5a12b9fac008f1>:0 at ProcGenGame.WorldGen.RenderOffline (System.Boolean doSettle, Sim+Cell[]& cells, Sim+DiseaseCell[]& dc, System.Int32 baseId, System.Boolean isStartingWorld) [0x000c2] in <34596b94026340528c5a12b9fac008f1>:0 [21:30:08.372] [26] [INFO] Submitting crash: Unloading 2 Unused Serialized files (Serialized files now loaded: 1) Player.log
  7. GulpFish are living in 10c dirtywater and are emitting -10c clean Water which starts off as Ice before quickly melting. graphically this looks weird however in colder biomes at <-10c the GulpFish remain entombed
  8. I can confirm it runs as smooth as butter, i was shocked how my MacBook Pro performs compared with my Alienware I7 laptop.
  9. Agreed this is definitely a bug, i don't understand why Klei have not marked this as confirmed yet. I have seen this on multiple play-throughs and needs fixing as its game breaking late game This post even confirms the exact root cause in the code:
  10. Yes that is exactly what i see, when building over the build menu or Icons for sweep, mop etc. once the ghost image is there you cannot remove it. it also happens when selecting dig or cancel and drawing an area and clicking in the corners or bottom edge of the screen, in which case you also get the number displayed on a tile in orange or red. it is not always reproducible.
  11. As a qualified verification engineer, this is incorrect. Anything that detracts from user experience in a negative way, is a bug.
  12. I have an Thermo Aquatuner setup with the output looping back to the input until a set temperature is reached <15c then redirect the output. I noticed this was malfunctioning, whenever the power level reached 0 and some time later was re-enabled. This issue occurs also after a reload. The Behaviour is that when a water packet arrives at the water thermo sensor, One square to the right of the Aquatuner, the aquatuner turns on, shows the animation of it processing water, but nothing exits. the Water packet then takes another route. In the attached file I have modified the loop so that two water packets now continuously loop around an outer loop, and the Aquatuner is permanently enabled via the automation wire. this issue is not due to the automation wire turning off periodically. I am able to correct the behaviour each time i break the outer loop so the water has no other direction to go but through the aquatuner, Update: having a single packet doesn't work but it will process the second and subsequent packets of water under some conditions. the root cause is the bypass after the inlet of the aquatuner. maybe this is just a limitation of the design and cannot be done this way. aqua_bug.sav