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Klei Bug Tracker

Game Updates

Hot Lava Bug Reporter

Everything posted by nivodeus

  1. I have the same problem. I am using mods, not sure if that affect with steam achievement, but at this point, it's the best guess, despite many claim that it doesnt.
  2. been having the same problem. The rancher just keep wrangling critter whenever they can, even when the number of critter is less than stated in auto wrangle setting.
  3. Best chance I can see is geoactive, and hope for a gold volcano. Either that or they need to make some building that only takes gold to also take another type of metal. Aside from that, anyone has problem with crop tending? It seems like my farmer not tending crop anymore (they just keep making micro nutrient but never applied it to the plant at all. )
  4. I myself actually dont know what they mean by optimising the piping? Can you elaborate what are they optimising here?
  5. I understand about the pipe crashing from the optimisation patch last week, but what kind optimisation they are talking about here? can someone explain more?
  6. I just wild planted 20 waterweed in my base, let's see if they are stay planted after this update.
  7. I know they already aware about the pipe bug, but here is my save file, hopefully will help them test the crash. Same thing with me, crashed the moment the pipe in the hydroponic tile being constructed. Happy Timeline.sav
  8. my bad, that shld not contradict, since it function just as any other bridge output there hahaha.
  9. the bridge on the left side is contradicting the flow from the output of the bathroom to the liquid storage. If your intention was to bring the output of pWater to the container, then it's the Bridge on left near the pump. Right?
  10. Save loaded fine for me, until the dupe started to build the one pipe at the bottom of the base. Even after cancelling the order and remake the build order, the game crashes at the same exact moment the pipe being build. Other pipe around it were built just fine. Save was today, new game based on today's update. Happy Timeline.sav
  11. Was just about to say about that, since my steam library currently showing last update was hours ago.
  12. I agree. Adding heat output to the machine might help more, so it becomes like a mini aquatuner, that only specifically accept pWater. It still doesnt feel right, but let's see what they will do once they saw all the reactions from the update
  13. Hopefully they will change things again, as of now it seems they just keep nerfing the cooling system. The one with WW is fine , albeit shocking but still manageable. Water sieve though, i think it's a bit much, i want to say they could reduce the min temp to somewhere 25-30 degree but i dont think it would change much as well. I can understand Desalinator and Carbon skimmer have min output of 40 degree but sieve water is something that in my mind should not add that much heat, since the machine itself generate heat. Maybe something in the line of increasing the heat output of the machine and reducing the min temp, i dont know. It's disappointing but I'm sure they will do something about it before launch, it seems right now they are also figuring things out how to exactly deal with adding heat and reducing heat in game. I just feel like what they are doing with this update will limit the way people play, by 'forcing' them to use the necessary setup. I dont know, I'll see what happened in a few days. Also, can anyone explain to me about the 'fetching chore' thing? So what would happened now? Sometimes they release update with such little information, it's hard to interprete the meaning.
  14. I was wondering about this as well. Before launch preview they do drop ice, as I saw in one of the youtube video. Unless it was intended.
  15. Have the same visual bug and it always the Arbor Tree branches, since the game recognise each branches as a single plant (Which added to the number of plant required for Natural Park). Mostly happened when digging the Tree or uprooting it, leaving traces of flying branches, which in itself can still be uprooted though.
  16. Same here with Dasha Saltvine flickering visual and being invisible, despite still growing. Could be due to close proximity with the Oxyfern. Happy Timeline.sav
  17. Dont get me wrong. Im not accusing anyone of anything and I dont think the game is imbalanced as well. This is still a preview, much can still be done to fix whatever needed to be fixed. The old yield system did sound fun to play with, I agree on that. Ive seen this as well.
  18. There is a saltwater geyser which we can convert salt water to salt and water, and there is brine as well. I heard there will be guaranted salt water geyser in every asteroid, but the problem will be, when do we find it, before or after our salt deplete. Either that or they could add a new critter for rust biome, like many suggested, a drecko variant that either produce rust or salt. I've never played with this yield system before, but somehow it makes sense and easier to understand plus giving an incentive to a domesticated plant. Of course we do have incentive as of the current yield system, with time, reduced growth time which equal to more yield, which doesnt really affect much IMO. But a more yield per plant based on their condition and treatment (so farmer actually means something again) might be a good thing. That's the thing with game no, you add more stuffs, you change some stuffs, balance get thrown away, you fixed one, and another one pop out.
  19. The lure. Now i remember. I remembered spending time building and decons lure around the map just to get them to my ranch, only for them to get away few cycles afterwards due to my dupe stand on the door and let it open. Let see if they might change something about Puft output, since that might be quite crucial for Lettuce farming, which are needed in some late game recipe. I personally never bother with late game recipe except Bun, which i get from farming Pincha and wild farming sleat wheat, albeit I never get to that much late game where I could explore the furthest Planet with my rocket, or have the entire asteroid mine out.
  20. A way to create salt water from water would be nice, something antithesis to Desalinator, by mixing salt and water. That would help with asteroid with no tidepool but have rust. But again, it would be a bit more complicated and I think tidepool biome is available from Subsurface Ocean traits from world gen, so we can just roll that trait when we make new colony. I understand, I did puft farm long time ago and never tried it anymore. There must be a reason for that, I just cant remember. But why?
  21. I'll be damned, just started a new colony on Rime today, i guess I'll remake the colony for the new traits. They should release a list of what each of the traits do. I know we can mouse hover it in game, but to be able to know this stuffs without opening a game would be nice.
  22. Such a long time since I ever touch any puft ranch, I forgot, Now we truly need chlorine geyser. This would be neat, but you already have puft that eat chlorine and drop bleach stone, but still, more way to make things are always helpful and will add variety to the game.
  23. There should be bleachstone in tidepool biome now according to update. Is there a way to make bleach stone? If not, farming lettuce wont be viable for long term, due to bleach stone limited quantity.
  24. in my case, any seed being rummaged by pip in the storage locker is gone. Happened with Oxyfern, rummaged by Pip, drop to the dirt tile and never grow at all. Another case my entire seed collection just gone when one pip rummage the entire storage in one go.
  25. Same thing here. Both nature reserve and park doesnt give their intended bonus.