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About bbbower

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  1. Having the same issue, I've went as far as to lock the dupe in the room with the grill and all available ingredients, sometimes I can get him to start cooking again by rebuilding the grill and setting the ingredients again manually but as soon as one recipe runs out of ingredients, even if they are replenished the whole operation shuts down, I unfortunately rebuilt base with having 1 grill in mind since we can que multiple but i've had to build a giant kitchen again until bug is fixed.
  2. It is, I edited my original reply, the tooltip does not update. I didnt consider the door was thousands of degrees hotter that it looked when I heated it up to what I thought was 300. But when you deconstruct the door the materials return at the false tooltip temperature. My space failure was due to built up crazy temperatures from when the tempshift plates were not working, that coupled with the tooltip issue made everything confusing. Thanks for helping, I should probably sleep at some point XD
  3. However, deconstructing the door does yield the materials at the improperly listed temperature! Lol i took the door down thinking experiment over and it froze the water immediately haha !
  4. [edit] Yes it seems the tooltip is just frozen as well as the temperature overlay, I tested it with the door thinking it was only 300 degrees and it evidently was almost 2 thousand so it threw me off. I just tested with a small amount of water and tempshift plate over a -40 door after using the tempshift to suck the cold off it and it works as per normal just failing to update.
  5. Mechanized airlocks no longer show the transmitting of heat. Other airlocks and pneumatic doors do fine. If you open and close the door the temperature will start to even out but will jump between seemingly odd variations of its previous average temperatures. Temperature change does occur normally so it has to do with the tooltip updating, and possibly the objects link with the material underlying it. Like when you put a door down it makes a hidden tile of "iron" or whatever material you are using behind what the player can see, that hidden object is what interacts with the temperature change and the tooltip of the object updates accordingly. However when you deconstruct the object the materials generated are based on the objects tooltip information so besides the tooltip not updating the wrong temperature material is refunded, which is less of a bug but still.
  6. Seems the constipation is hereditary, my last puff gave in just now, same thing.
  7. This is my 5th domesticated puft, they all continue to get stuck "Expelling waste" and wont do anything else until they die. The whole map is void of pufts now, I'm starting to think they have all died out this way. I've tried attacking them and even trapping / re-wrangling them to another spot and dupes will not interact with them when they are stuck like this.
  8. Yay temperature fix! But now i'll have no need for my giant space aquarium XD
  9. When a dupe gets into a rocket wearing an exosuit and then lands, he emerges and acts as if he does not have an exosuit equiped any more. Same as if you just unassigned him after he has entered the rocket. However as soon as he passes an exosuit checkpoint he will take off the suit he isn't wearing so the suit isn't lost, its just in his pocket for some reason lol. Hope tempshift plates get fixed soon, in order to even get to space i had to build a giant aquarium in the sky to modulate heat lol.
  10. On the shine bug issue, I tried to recreate several times for you but it seems to just be a random freak out, perhaps just because of the conversion of the map. The performance increased considerably since you disabled the debug in the update. I have a rather good computer and a Geforce GTX 1070 so I've been trying to figure out how to improve performance as late game seems to suffer dramatically. I originally thought it had to do with unrevealed tile's not becoming 'active' until they were revealed and once they were revealed their interaction and temperature fluctuations were then being processed and perhaps all the debris and new active areas were causing the drop. I tested this theory by making a semi-automatic inventorying system that would place all items in a temperate stable area with only the same item so there would not be lets say 100 different chunks of granite equalizing temperature with 100 other items in a compactor. I also made sure the floors were clean, although it seems dropped items do not interact with the environment on the same timer as frequently as other items do unless a tempshift plate or metal tile is involved. This still did not give me the performance increase I thought it should, so my eyes darted to the massive entanglement of pipes and even though I had optimized their usage already, I simply shut everything off, first on timers then completely. Still, I could not quite get the jitter to where I wanted. I noticed putting in the jet packs could cause some rather unpredictable yet still expected pathing results, so I shut them off and noticed the significant performance increase. Then I realized the temperature fluctuations and equipment wasn't the issue. It's all in the A.I. pathing. And it is. I already know certain optimizations to the pathing grid have been made such as only updating the grid when a tile changes state (built, solid, ect.) which is why sometimes dupes cannot access clearly accessible area's to build because the grid experiences a blip and isn't updated properly / the task checks it a frame prior to the update. Which this is fixed by simply cancelling the build and rebuilding it or building something arbitrary like a ladder near the grayed out task. So as a test I setup doors to restrict the different quadrants of the map based on timers so that they were only accessible during a % of the day. Then I made those areas accessible routes only accessible from the center of my one vertical shaft (1 ladder 1 pole) base. Now my cycle 800 runs almost as smooth as my cycle 80 in the development build. I'm sure the designers are aware that most of the performance issues come from that, but maybe not to the extent that it does. I will be submitting a resume soon, just graduated with 3 degrees in the field including a game design degree (whatever good that might be lol), and I have not enjoyed a game more than this in quite a while. Keep up the awesome work and I hope some of that was helpful!
  11. I will add the recipes do not show up even after a new game, I thought it might be something to do with the way ingredients are "discovered" in game logic but it just seems they are stuck for a different reason or not linked properly. I will also add starting a new colony the game visually looks better than it ever has and minus debug running everything runs butter smooth and looks smooth on its first cycle even better than it ever has vs previous builds.
  12. Not sure if this is a priority issue or not, but loading an old colony into test branch seems to send shine bugs into a frenzy where they relocate allover the place bypassing any blocking mechanisms / water / seemingly solid blocks and eggs seem to hatch even more abnormally after the load. When viewing the new measuring "ruler" on digging if you stretch beyond about 40 tiles vertically or 80 horizontally you can no longer see the size, I'd recommend placing the number at the cursor when the threshold has been passed so that its visible again. Carpet tile reads that it retains it's benefit even when other tiles are placed on top of it, which seems to be a miscommunication because it only has a 1 tile radius and placing a tile on top of it removes its benefit. Crown Moulding - Not sure if this is a bug or a feature request. It's useless unless you have a 2 tile high corridor, I'm not sure if that one tile range was intended or not? I'd assume making the range at least the 4 tile range so it can be an appropriate ceiling would be effective, maybe add a runspeed -25% so it's not exploited as a floor but used as I would assume it should be on walls and ceilings ? Again not sure if its range was intended that way. I already seen this issue posted but to further verify temp shift plates do not work at all after loading. Performance has taken the worst hit yet, I'm sure this is probably because of debugging in the test branch but it is almost unplayable in a 500 cycle colony which is more of a hit than I have seen in previous debug builds while people boast this one should be better. I'm not sure if this is due to it being an existing colony but it doesn't seem to stabilize, and I literally just rebuilt my colony with a very efficient layout and storage system where all materials are stored together in compactors with only the same materials ie compactor only contains sand stone while other contains only granite, with 0 debris on the floor anywhere ( for the first time XD ) so that temperature changes and spaced out material calculations would be at a bare minimum specifically for a later gameplay performance boost. I may make a new colony and try again later but I just restarted a few days ago so I'm reluctant lol. Hope this helps.
  13. Just to further verify and investigate, same problem, rebuilt didn't fix, re harvested fresh 'wild' ingredients didn't fix, save and reload after new buildings and even new storage didn't fix.
  14. I think my major confusion with it was I was using debug mode to look at the space stuff. When moving / building around the windows in the building at the top of the map something weird happens with the tile layer. The window itself does not seem to block the exit of gas but the tiles behind it were either hardcoded to be "not exposed" or there was some sort of glitch in that area that allowed the liquids to stay but the gas one tile above it to escape when the object was moved. Weird bugs with the indestructible tiles being like overlay tiles. Wonderful, the heat management in space is not something to trifle with XD