Weyred

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About Weyred

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  1. Why do you think I don't know how it works? I wasn't actually asking for help or design critique. I was filing a bug report. That's why this is in the bug tracker, not the general discussion forum.
  2. My Polymer Press output pipe ended up in line with my Natural Gas Generator's output line, and the steady stream of 22.5g packets of Carbon Dioxide seem to be preventing the Polymer Press from plasticizing, pursuant to proper passing of previous precipitate. This was fixed a while back for other buildings (Latrine and Sink, as I recall). Perhaps parity pending possible Polymer Press patch? Pretty please? I'll show myself out now.
  3. Clicking the new X icon to empty an ice maker causes the ice debris to appear, but it is left suspended in mid air and does not appear to be accessible.
  4. Was just coming to report the same thing. Great Hall is no longer achieved with the stated requirements. Mess Hall still works, but I can't convince the room to upgrade.
  5. ¯\_(ツ)_/¯ I'm sure the Park requirements will become clear as we progress toward launch.
  6. Replacing the Briar with another Mealwood did make the room a park. It just isn't clear from the descriptions that Briar isn't a wild plant. Now I have a small park with a grill. This pleases me.
  7. I noticed a couple of wild plants by my grill and decided to see if I could make my first park. I expected I might need to relocate my grill, but to my surprise it actually complained about there not being enough plants. Is the Briar not a plant? The Mealwood? Or is the grill the problem and the tooltip is misleading me?
  8. When placing a Ceiling Light the lighted area is still shown as a cone below the fixture. After building, however, the Light Overlay shows light in a more spherical, or cow-like, shape around the fixture.
  9. Immediately upon starting my first colony in the preview branch, I received the Outdoor Renovations achievement.
  10. I had some Dupes dig themselves into a hole today, then their break time hit. They just stood around, even though there was tile they could build to get out (the debris piles around them included the appropriate material). There was also more digging they could have done, but they still stopped at break time and did nothing because the break room was out of reach. I hit Red Alert to see if that would help, and then they started building again. Is that how this is intended to work?
  11. The scheduling system is a big help! It's so much easier to manage keeping the lights on, and there are no more long lines for the toilet. Happy days.
  12. When I loaded up my game this evening, I found that all of my plants had separated from their pots/farm tiles. The pots' and tiles' status showed "no seed selected." The Wheezeworts all had a strange icon in their requirements section (see attachment). Everything still seemed to be in the right location, just not "in" their holders. I looked for a OxygenNotIncluded_Data\output_log.txt file but could not find it at the location described below.
  13. So, first, I love the extra personality the dupes are displaying. That's a fun touch. Kudos for that. I think I'll learn to adjust to the reduced work schedule. Things will just take a few more cycles to complete. What is bugging me about break time right now is dupes who cut themselves off from the main colony through digging or building tile, and then stop working when they could continue to dig or build themselves a path back. Then they make a mess, miss a meal, and sleep on the ground, starving, in their own filth (but who hasn't been there, right... right?) It would be nice if they went into a "red alert"-type panic and made themselves the quickest way out (obeying existing dig/build orders, of course).