KleiChrisP

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Everything posted by KleiChrisP

  1. Changed Status to Closed With respect to this behavior, gasses are behaving as they were previously. The Materials Overlay (F4) is a good way to visualize gas packet movement.
  2. Changed Status to Closed You've already figured out what's going on. If the door closes with a packet of CO2 just above it (Materials Overlay makes it easy to see and repro), the engine tries to first displace the CO2 and O2 above the door. It fails to displace the CO2 and so fails to displace the oil. At this point the door has begun closing and so there is nothing to do with the oil but delete it.
  3. I have been unable to reproduce this bug. If you have a moment, please post a save game demonstrating this issue. http://support.kleientertainment.com/customer/en/portal/articles/2744766-logs-and-useful-information-for-bug-reports Thanks!
  4. Here is a picture of the computed flow: The flow is away from sources towards sinks: The flow to the left of the bridge output is ambiguous -- and our updated algorithm seems to determine differently which way it should flow than before. Your best bet is to avoid ambiguous segments like this, e.g. by putting the bridge on the vertical segment above the pump, then everything agrees about which way the liquids should flow. We plan to leave this new algorithm in place. Hopefully I've provided some clarity.
  5. Changed Status to Fixed Thanks for the save file, it helped me find a major performance problem with the crab AI. Try again after tomorrow's patch!
  6. Please post a save game when it's convenient: http://support.kleientertainment.com/customer/en/portal/articles/2744766-logs-and-useful-information-for-bug-reports
  7. Changed Status to Fixed Assuming the bug you were experiencing is no flow through non-operational sinks, this bug is fixed for the next build.
  8. Changed Status to Fixed
  9. Changed Status to Known Issue
  10. Please attach a save game, if convenient: http://support.kleientertainment.com/customer/en/portal/articles/2744766-logs-and-useful-information-for-bug-reports
  11. Changed Status to Known Issue As you say, it's a feature not a bug. Dead ends act as pseudo-sources so you can recover your resources from them without having to destroy all the pipes.
  12. The sequenced sieves should be fixed in the next build. Can you post a save demonstrating the unexpected flow direction? http://support.kleientertainment.com/customer/en/portal/articles/2744766-logs-and-useful-information-for-bug-reports Thanks.
  13. Changed Status to Fixed Fixed for ZoneTile and a large number of GameStateMachine sub-classes. I think internal classes result almost exclusively from simply forgetting the 'public' keyword as opposed to architectural decisions.