Iriswaters

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Everything posted by Iriswaters

  1. Sure, and that's fine, it'd just be nice to be able to roll back to something playable after a couple crashes, instead of walking away from the game until it's fixed(or forever if someone gets annoyed enough)
  2. They are not the only one having the problem. It seems to be quite a number of us that are running into non-stop crashing with this update. It is honestly 100% unplayable. The moment I try to use any production building the game hangs, then drops to desktop.
  3. Hard crashes seem to be caused by the microbe musher for me too.
  4. Awwwww.... Haha, jk. I mean it does mean I have to do some rebuilds, but it's a good idea. And in amongst the rest of this is nbd either way. For the rest, huzzah! Awesome how much attention is paid to user concerns. This is how Early Access should be. That's an interesting question. It's kind of a one time cost, unlike food, but now there are so many more things that use it that reducing the cost might make sense. Though doing so too much feels like it would devalue all the work needed to get dreckos to properly work.
  5. Kiln causes crash if you try to stop an order in progress, either by changing priorities or deconstructing kiln.
  6. Yeah, I think the 'no workable orders' bug happens whenever an order cannot be immediately filled and is checked. It therefore happens to any production building if there is a momentary loss of power, but also happens with any building that uses water at any moment there isn't pre-bottled water sitting around and the bottler is momentarily in use for something else. This gets recorded as 'no water available' and glitches the building. The same general problem with two separate catalysts. Though this also points to an issue in how scheduling of water bottling functions.
  7. The specific work orders did not have a clash, as I was making liceloaf. So it might still be that it is any 2 that have any possible work orders that overlap, but that would end up being most every station and hard to test for, and at this point I don't see a lot of evidence to suggest that that is what is going on.
  8. "No workable orders' issue does not require 2 buildings pulling the same materials. Occurred with only a micro musher, no super computer.
  9. Oh, hey, not to derail, but how do you pop up that info on this game?
  10. Yeah, the super computer was my original collision I think.
  11. Ok, got a screen shot this time. 'No workable orders'. This issue will wipe out an entire colony if you don't keep a constant watch on your food production or build out way ahead of things. Have plenty of materials and have liceloaf set to infinite, but no workable orders. This one happens regardless of the number of producers, and is why I made so many mushers. It allows me to overproduce a bunch all at once before they all quit out, making it slightly less likely I will suddenly have everyone starve to death. But now it's happening nearly constantly. And when it happens to one building it happens to them all.
  12. More production issues: if you have 2 production sites that require the same material, they have some kind of collision and will often fail to recognize the existence of the material. This means that large bases are pretty likely to result in mass starvation.
  13. Production issues: the spamming of not enough resources seems well and truly gone(hurray!), but production sites still seem to occasionally 'forget' their tasks. The task is still set via the controls and the building shows no sign that it has no orders(no icon), but dupes don't use it, and the "current order/next order" section reads "No workable orders".
  14. Oh, good. That was only an occasional issue but when it happened it was pretty awful.
  15. WOOOOOOOOOOO!!!!! You guys are awesome, TY. That was really starting to grate on the nerves, haha. Yeah, I would think that having a suit that's designed to handle those sorts of things, combined with the terror of reentry, that needing to pee would not be an issue by the time you touch down. Even without such a suit, I think it'd be a non issue. A bath yes. Peeing not so much.
  16. The tall canvas has use imho if you build 5 high rooms, or in 4 high rooms with 1 high items in it(like dining tables). They maximize horizontal packing without using floor space. To me I don't see the point of the wide paintings. Sure they are worth a bit more than the 2x2 ones, but due to fact that you can fit 1.5x as many smaller ones into a space I think they end up providing a higher total decor bonus.
  17. Nifty. Y'all do great work. Definitely appreciate. Not to sound ungrateful, but, any word on the progress on the production UI issues?
  18. I mean, it's literally the plant's natural habitat. It only grows wild in the caustic biome, and the caustic biome is almost exclusively full of chlorine and hydrogen, neither of which it can survive in. It just seems silly to only ever find it in places it cannot survive. I doubt it was an intended mechanic, it seems more that the new plant stats are all copy-pasted from the briars, just being a reskin, effectively. At least for the moment.
  19. Screenshot of what I mean. Note that I have plenty of peppernuts and bristle berries, an infinite order of stuffed berries, and yet the order list is 'No workable orders"
  20. Yeah, there is definitely something weird with the AI going on. I have a dupe that keeps walking back and forth, digging one tile, getting a errand to go deconstruct something, getting 20-30 tiles, stopping, turning around, going back and digging one tile, and doing it again. 10 times now.
  21. Specifically the box above the orders on the left. It has 2 spots, that show "Current Order: Foo" and "Next Order: Bar". When there are no recipes, they show as "No workable orders", twice. On occasion, this happens even when you have orders, and no other sign is given to let you know that the production is not going to occur.
  22. Production buildings sometimes just 'forget' working orders. Despite being set to infinite of something, it shows 'no working orders' and dupes of course won't work on the station. Easy fix of turning it off and then on again(which is why I don't have a screenshot) , but this isn't obvious, and leds to idle factories sitting around doing nothing for ages, and frustration trying to figure out why your operate-priority(or cook) focused dupe is running around sweeping.