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About QuantumFlux

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  1. I'm having trouble with the uploader tool. It appears to ignore .json-files, which I use for configuring my mod. Could the filter that does that be expanded a bit for the future? For now I suppose I'll make my mod write those files from the DLL instead of having them pre-made, but it would be a lot neater to have that.
  2. I'm new to this too, but I doubt you'll get around C#. You might however be able to execute the C# build from a Makefile or whatever you are used to doing, so you could still use Emacs I think...
  3. Oh hey I reported this one I think. Thanks for fixing!
  4. [Game Update] - 284571

    works pretty much like the pitcher pump and the bottle emptier, except the canister filler has an input pipe and the canister emptier just releases into the air around instead of in a specific tile. you can even auto-bottle gasses
  5. [Game Update] - 284571

    Yea, I had a good look around the tech tree searching for it. They probably have it in another branch in their version control and mixed it up, or maybe it was planned to be a sort of surprise building for this release but ended up getting cut because it wasn't quite ready.
  6. [Game Update] - 284571

    I saw mention of a Steam Engine (remember the one that is currently in the game is called Steam Turbine) in the other patch note thingie, anyone know anything about that? Seems like we could build Jules Verne style steam powered rockets?!
  7. [Game Update] - 283915

    Maybe they only meant thermically? In my current base I'm storing ~3°C water in a resevoir that's 40°C on the outside, no heat moving around.
  8. I think I found the root cause of this and this bug. What's happening is some sort of disconnect between two parts of the game engine. The obsidian tiles at the Gravitas Facility still get damaged and broken by meteors, they can even pass through and destroy the terrain below (see attached screenshot). This change appears to register with the lighting, pathing and meteor physics, but it doesn't get rendered or saved to file. That's why reloading fixes the weird strips of light and it would probably also fix the pathing problem in the second bug report I linked, as the tiles are visibly bright from the sunlight they are exposed to through the ghost blocks.
  9. Clearly it's a quantum fluctuation in the polluted oxygen field.
  10. [Game Update] - 272105

    Any specific reason behind this decision? I thought it was working relatively well...