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About Gwido

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  1. Not so long ago, since so many appartement have these type of mixed rooms.
  2. Currently, the game can assign a task to many dupes, even if there's only one suit. And so, when the first of them take the suit, the others loose the errand, and can drop hazardous material just because there's no management on this point. :-/ Don't the game already make this sort ofcalculation to pop up the "long errand" warning ?
  3. At least, dupes should not begin a task that they could not achieve before downtime. On the same level of annoyance, atmosuit checkpoints should record that a dupe came to take an atmosuit. So that another one can't start an errand and then drop a material because another dupe take the last atmosuit. :-/
  4. These undestructibles buildings were such annoying in the main game. But with the new teleporters, cryotank, and the comeback of the thermo-nullifier, it just become impossible to make the base of our dream. :-/ Please Klei devs, geysers and such are enough blocking. Let us just deconstruct the special buildings. Or remove it, since it's strange to find a way to colonize a second planetoïd in a DLC based on finding new places to find resources with space technology.
  5. I've build two oil wells setted up to automaticaly stop when the pool is full. But the duplicant often comes to empty the natural gaz when the well is disabled by the automation. (or maybe just before) From then, the duplicant is stucked in front of the well, and don't purge any gas at all. :-/ I'm forced to reactivate the well, so that the duplicant can work and go on he's next work. -_- Don't have noticed this behavior before the last update. Cantaloup Gigantesque.sav
  6. Just to up the bug report, because I just encounter it. And it's very annoying if it occurs when you don't have enough steel to rebuild it. -_-
  7. Is it not a number of stored critters ? If the pacus are swimming in the water, they are not "stored" in the fish release.
  8. Same here, but not sure it's linked to the same buff. I know lots of my duplicants have the "ballon buddy" buff (note I think this buff is just ugly :P) Here's my save : Parthenope.sav
  9. 6 steam turbines per line 4 lines 6 * 4 * 850 = .... 20 400 Oups ! You produce 400 w more than what the wire can support.
  10. If you turn the yellow alert on for a delivery supply (for example), the duplicant continue the delivery, even when breaktime occurs. (as far I see) And the problem is not here ! The yellow alert NEVER work for the command capsule, at ANY TIME.
  11. You don't understand. The errand for a duplicant assigned to a rocket is shown in the capsule. The screenshot only shows that even if the yellow alert is on, at breakdown there's no more errand, because it's not affected by the alert. Where others errands are active even at breakdown.
  12. I wanted to launch a rocket before my breakdown time, so after assigning my astronaut to the command capsule I've setted the priority on the yellow alert. But the only astronaut was not automatically given the errand. And then ... the breakdown time has come...
  13. "door compressor pump" is evil. Now you know that you should not use it as it's non intended to be used like this.
  14. After building a transit tube access, it says there's no tube connected but ... there is Maybe it a matter of order in the building. The tube on the left was build for a "long" time. I've deconstructed a section of this tube to make the crossing. So that is was made quickly, I put it on priority 9. My duplicant bring plastic for the crossing and also the first section above the access. And both were constructed at this moment, but the 2 other tube section and the access were not made. The acess was build befor the 2 last tube sections. The power line was already made before. Reloading the game solved the problem. Parthenope.sav
  15. Also observed this bug. When yellow alert is turned on for a delivery task, if the selected duplicant allready carry something, he keeps it and deliver all the materials. Result give some weird situation like that.