GnyoR

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About GnyoR

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  1. Hi, I was enjoying the game happily, but I've been encountering very frequent crashes recently in current game. I had accused some mods that I've been using(mostly UI mods), but pointing out the mod that is responsible for the crash by unchecking mod one by one and playing until crash happens have failed since same crash(according to crash report) keep happened even when all mods were unchecked. I've been gathering crash reports for about a week and found out crash reports are saying same thing repeatedly, which could be categorized into 2 cases. But I couldn't find out exactly how to reproduce it since it happens very randomly, and even when game is paused and just watching around the base or even when I pause and do nothing. Crash happens normally 1 time per 5 to 10 cycles, but rarely I was able to play over 50 cycles without crash if I was lucky. So I have no idea when it happens or what triggers it. As I remember, the game started to crash when I started to launch the rockets. And I'm suspicious of automation ribbons which I've used a LOT in rocket silo. Because most frequent crash report case constantly says something about LogicRibbonReader.UpdateVisual. (Though I know nothing about meaning of crash reports). This most frequent crash report is on first Spoiler. The other crash report cases says something about Navigation, but I have no idea what it says.. so I just pasted. This happens less frequently than the first one. Though I know this may still have happened from using mods, but I just tried to put this problem on the bug tracker. Because I want to at least catch a clue of the problem, so ANY help would be appreciated. Thank you for reading. Following Spoiler contains crash report Case 1. which is most frequently happening. Following Spoiler contains crash report Case 2. which happens time to time. Following Spoiler contains crash report Case 3, which only happened once. Hotel Oasisse (BACKUP).sav DxDiag.txt
  2. Splendid analysis. Hope this get fixed at next update, since it sounds like not very complex problem to fix. Those artifacts currently hidden are very attractive.
  3. This is interesting.. I remember similar heat-deletion bug in early versions of the game, which had fixed door temp to 0 K, if my memory is correct.
  4. This is truly a problem. While cycle sensor seems quite reliable(afraid not always) but series of buffer and filter seem to always frustrate me. And as you mentioned, it seems get worsen as it goes to late-game.
  5. I use very similar system for sorting gases and for aquatuner, but in my experience, malfunction of that system was always due to the blocked end of pipeline. But I can agree with that this issue is more broadly about automation, not only bunker door.
  6. This happens because [pipe sensor]-[pipe shutoff] setup does not exactly act like pipe filters. They don't properly do their jobs when any end is blocked while filters always work properly but consume more power. Since the element in the pipe is coming alternately in your setup, the pipe sensor keep sending on and off signals. Please keep in mind that shutoff and sensor is 1-tile away in this set up, and sensor sends its signal 1 frame after the element passes the sensor. (Edit: I feel like this is wrong after some observation, It's more like signal sending is instant, but shutoff activation is 1 frame behind) And when you break the pipe, if the target element(in this case PW) happens to be in sensor when pipe broke up, the shutoff opens at next frame and let water pass through which happens to be in entrance of the shutoff. In the next frame, water passes the sensor but shutoff is still open so PW passes the shutoff. In the next frame, PW passes the sensor but shutoff is closed due to signal from previous frame, so nothing passes. These 3 steps are continuously repeated and that's what we see in the pic. About the 'rare' case, which only first pair of element passes and shutoff is permanently closed, I tested myself with your settings and found out when I broke the pipe and pipe is flowing again, element inflow into T junction is redetermined at that time, so in some case certain element goes into pipe in a row, instead of alternately. In that case, if 2 or more non-target element goes into pipe sensor in a row, shutoff is permanently closed. To sum, although I don't know whether the developers have a plan to change this system or not, there are some methods to avoid the problems that you met. You have to make sure that any end of pipe is not blocked. Following pics are my settings on Aquatuners with pipe sensor and shutoff to avoid get damaged, hope you can find some help to get your solution here.
  7. Yes, and this keep damaging dupes operating the forge.
  8. To add, even when everything else is correctly set up, auto-sweepers sometimes stops working to deliver from receptacles to proper places. It'll be repaired with save/load from my experiences. The frequency of sweeper-freezing has been significantly reduced since Space Industry Update, but still happens from time to time.
  9. I also have experience of Vole's impossible escaping. and your Jetsuit Dupe... wow I can't imagine how he got there. really want to see the scene.
  10. 'Mastering' a certain job fixes that dupe's morale need to that job's level. If you cannot afford that morale, you can downgrade the job "before" the dupe masters it. Then the morale need will also be downgraded, but bonus traits from that job will also be gone. (While changing the job after mastering wouldn't take out the bonus) I think You can suggest to make this information more visible if you couldn't find elsewhere in the game.
  11. While all bunker doors above the solar panel are connected in single automation wire, the time it starts opening is different upon whether I'm watching on it or not. (same on closing) 1st pic shows some doors have already opened and some are opening and some just start to open. This gradation seems to have happened by my camera moving from left to right when bunker door has received ON signal. 2nd pic is camera position when I found out this bug. The step was : I was managing for the rocket at this camera position > and I found out bunker door is opening > then I moved camera to right side quickly > and I found out this gradation of various opening status of bunker doors. > So I paused and took the screenshot. I attached the save file, but I couldn't find the log file, sorry. But I saw another bunch of people in local ONI community suffering from same situation, so I believe this is easily reproducible. Under the Stars.sav
  12. I experienced something similar. My astronaut had been back from the space mission and appeared in the map, then tried to re-enter the command capsule if any other order was given for him. And that was the last moment that I could see the dupe. He disappeared from the map, disappeared from the "dupe assigning panel" in command capsule, also disappeared from my dupe list. Gone gone gone....