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    • JoeW

      Support Email Error (Zendesk)   08/12/2019

      We are migrating to a new customer support ticketing system (desk.com) and unfortunately while moving over our old tickets the new system (Zendesk) sent an auto reply to "new users". We weren't aware this would happen and so and email was sent out in error. You do not need to create an account and you can ignore the email entirely. You can find more info about this over on our forums here: https://forums.kleientertainment.com/forums/topic/110413-zendesk/ Sorry for the confusion

MagnetMD

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About MagnetMD

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  1. I've got over 700 hours of experience in this game, and I also develop games for a living, so this isn't meant to criticize the design of this feature, but moreso to make a suggestion on how to improve the presentation of it. It's very common in the later stages of the game (when geodes start being accessible, toward the edges of the map) to just dig out sections because you want to shape your base a certain way, and these geodes can outright ruin a base if a player opens one filled with non-breathable gas if it looks the same as any other newly-discovered pocket of gas. For example, a Chlorine geode in the middle of a biome that has other, very similar-looking chlorine gas pockets is very easy to miss when there's a lot of other things going on, and the only way you'd notice is if you happen to mouse over every pocket of gas to make sure the pressure isn't ridiculous. And yes, I'm typing this because I apparently unearthed a Chlorine geode, dug through it without even realizing it was heavily pressurized, and had no idea why my base was almost entirely filled with heavily-pressured Chlorine for the next hundred cycles! My simple suggestion is to make these geodes more noticeable at a glance, whether it be to surround the gas with materials that are not common for that gas' natural spawning points (Obsidian doesn't exactly catch the eye), or maybe even create a new and bright background for the geodes that distinguish the pockets from other areas. Doing so will make it more obvious that exploring in this area could be dangerous, and will make them look unique and more interesting than the currently un-distinguishable pockets of gas they appear to be now. Thanks! I'll be over here vacuuming out my base for a while...
  2. I've got over 700 hours of experience in this game, and I also develop games for a living, so this isn't meant to criticize the design of this feature, but moreso to make a suggestion on how to improve the presentation of it. It's very common in the later stages of the game (when geodes start being accessible, toward the edges of the map) to just dig out sections because you want to shape your base a certain way, and these geodes can outright ruin a base if a player opens one filled with non-breathable gas if it looks the same as any other newly-discovered pocket of gas. For example, a Chlorine geode in the middle of a biome that has other, very similar-looking chlorine gas pockets is very easy to miss when there's a lot of other things going on, and the only way you'd notice is if you happen to mouse over every pocket of gas to make sure the pressure isn't ridiculous. And yes, I'm typing this because I apparently unearthed a Chlorine geode, dug through it without even realizing it was heavily pressurized, and had no idea why my base was almost entirely filled with heavily-pressured Chlorine for the next hundred cycles! My simple suggestion is to make these geodes more noticeable at a glance, whether it be to surround the gas with materials that are not common for that gas' natural spawning points (Obsidian doesn't exactly catch the eye), or maybe even create a new and bright background for the geodes that distinguish the pockets from other areas. Doing so will make it more obvious that exploring in this area could be dangerous, and will make them look unique and more interesting than the currently un-distinguishable pockets of gas they appear to be now. Thanks! I'll be over here vacuuming out my base for a while...
  3. I'm not sure if this is a bug, but it sure feels like it: This over-pressurization also is seen in pretty much every other newly-discovered gas pocket on my current map. I accidentally dug into a super over-pressurized pocket of Chlorine, and literally 50% of my base is Chlorine now, and I've been venting it into space for about 50 cycles now and the pressure is just barely normalizing to 2Kg per tile, and I'm guessing it'll take me another 50+ to clear the remainder of it. Edit: I've done some research and found out these are called "geodes"? I'll post another thread in the feedback/suggestions section to explain why this feels like a bug, and will be a constant hindrance for newer players.
  4. I am noticing the same issue and I specifically believe what is broken is the heat transfer from a pipe to a packet and vice versa. My setup has two adjacent radiant pipes, one filled with very cold hydrogen, and one filled with hot oxygen. The aim is to cool the oxygen by having the packets exchange heat with the pipe, and then the pipes exchange heat with the environment. The temperature of the packets of hydrogen and oxygen do not change as they pass through that room. Here's a gif of what I see: Normally what I'd see is the temperature of the oxygen dropping to about 40-ish degrees F by the time it reached the end of the section of radiant pipes, while the temperature of the hydrogen would raise considerably as it left the room. The room itself was sitting at about 10-20 degrees F back when this was functioning as expected.
  5. Hello, I am on the launch_testing branch, and I've attached a save that will crash reliably about 1/4 cycle after loading it. Not sure what is going on, but I figured it'd generate a quick and easy callstack to track down the issue. Thanks! Suave Trainwreck PreCrash.sav
  6. Huh, I am now on cycle 68 and I'm pretty sure my skimmer has still not produced any polluted water (literally my only polluted water throughout the whole game has been from wash basins and mopping random puddles in ice biomes and whatnot). I haven't made any attempt to purify any of it and I still have almost none, whereas in other games, carbon skimmers were a pretty significant source of polluted water. It also might not be an issue with the scrubber, it could be something else weird that is going on and deleting CO2, but as far as I can tell, CO2 barely exists in my game for whatever reason, and I am not doing anything to combat it other than the lone scrubber that basically isn't doing anything. I'm tempted to save a separate file and try to isolate what is going on.
  7. I am not using anything to skim CO2 right now (was using a few algae terrariums before), and I have basically no CO2 in my entire base at cycle 51. The only thing I have is a carbon skimmer that has a connected outlet pipe, but no inlet pipe and no power, meaning the machine should not be doing anything. Before I built the skimmer (around cycle 30), a lot of CO2 was building up. After building it, I never connected it to power or the geyser water, and I have less CO2 than ever (basically none). I'm guessing the machine is what is causing the bug, because I can't imagine why else I would have basically no CO2 buildup despite not doing anything about it, and the buildup was occurring before the machine was built. I've attached my save if you guys are interested in loading it to see what is going on. I'm a fellow game dev, I love the game and I'm happy to help however I can! The Incredible Asteroid.sav