OxCD

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About OxCD

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  1. You can try mine. One purpose was to be a pocket version. Other purposes need to be checked into the topic. But you'll need steel, thermium, supercoolant ,etc.... So space materials. If I get it you're cycle 70. That's early game and oil to NG boilers are late game setup. It's seems you put the car before the horse. There's plenty of other setups to produce electricity you should (must ?) do before going to oil to NG boiler.
  2. Well, map gen can make some mass huge, but nonetheless finite. So the destroying effect can be huge, but limited. Only geysers/volcanos/etc... Can bring infinite mass into the wild. But imo if an infinite storage makes things exploding, most of the time the "explosion" should end breaking the infinite storage. Not sayin that it should be fixed or not or anything else, even if I do have my own opinion. Just that natural huge pockets most probably, and most of the time, should not destroy that much. But could be wrong...
  3. @BallisticBuddha there have been a lot of copy-paste issues in the past. I've personally reported at least 3 or 4, only me. Even it should have been fixed by devs (confirmed as fixed), some may remain. It's sounds like a bug to me also, so don't hesitate to open a report. If the issue is indeed coming from the copy-paste, as far as I noticed devs always took care of those issues.
  4. What. the. hell. is. going. on? This post is as much absurd as a fish without a bicycle. I'm sweating right now
  5. Previous poster was partially right. The post he has forwarded shows how to make AT bypass without having to empty one segment in any case. With the single bridging you're using, you "may" have to empty one segment after filling the loop, depending on some factors including if your AT is running or not at time X or Y while you're filling the loop. With the double bridging, this is something that should never happen. And if the loop is enclosed, and not accessible by dups, that's something you would prefer. That said, it doesn't make the single bridging "not working" in any way.
  6. Just close those doors manually before filling-up I wouldn't call it "very dangerous", just that details from the pic are a bit incomplete.
  7. Checked integrity files leads to "all files successfully validated". Still, I cannot play. EDIT: Ok so uninstalled ONI. Deleted ONI folder under Documents\Klei, deleted ONI folder under steam\steamapps ,etc.... Cleaned using CCleaner. And rebooted the laptop. Reinstalled everything from scratch. Now my game is starting. I'll re-enable mods and see. I hope you'll be able to track down the issue anyway, to prevent further issues. EDIT2: mods re-enabled, so far so good, no issue ^^
  8. Hi Vanilla, no DLC. Haven't played for a while. Started my game, crash. Didn't copy the whole clipboard, but still sent a report through embedded tool. FYI, first line was more or less : [MISSING.STRINGS.ELEMENTS.SUCROSE.NAME] Unchecked all mods. Started again, same issue. Checked file integrity, approx 200 files were rebuilt, but still crashing. And now the message is : Assert failed: subworlds/barren/LargeChasmStart (subworld) referenced a missing biome named biomes/Forest/Chasm at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <b8388ffefd6046f8a7b4080349da72eb>:0 at Debug.LogError (System.Object obj) [0x00000] in <f30d3c85d1f64155aa0dc6c7adb0d1eb>:0 at Debug.Assert (System.Boolean condition, System.Object message) [0x00000] in <f30d3c85d1f64155aa0dc6c7adb0d1eb>:0 at DebugUtil.Assert (System.Boolean test, System.String message0, System.String message1, System.String message2) [0x00000] in <f30d3c85d1f64155aa0dc6c7adb0d1eb>:0 at ProcGen.SettingsCache.LoadSubworlds (System.Collections.Generic.List`1[T] subworlds, System.Collections.Generic.List`1[T] errors) [0x00000] in <f30d3c85d1f64155aa0dc6c7adb0d1eb>:0 at ProcGen.SettingsCache.LoadFiles (System.Collections.Generic.List`1[T] errors) [0x00000] in <f30d3c85d1f64155aa0dc6c7adb0d1eb>:0 at ProcGenGame.WorldGen.LoadSettings () [0x00000] in <1c58b1f98f5849baa9083bfd5185b144>:0 at LoadScreen.OnActivate () [0x00000] in <1c58b1f98f5849baa9083bfd5185b144>:0 at KScreen.Activate () [0x00000] in <f30d3c85d1f64155aa0dc6c7adb0d1eb>:0 at LoadScreen.ShowMigrationIfNecessary (System.Boolean fromMainMenu) [0x00000] in <1c58b1f98f5849baa9083bfd5185b144>:0 at MainMenu.OnSpawn () [0x00000] in <1c58b1f98f5849baa9083bfd5185b144>:0 at KMonoBehaviour.Spawn () [0x00000] in <f30d3c85d1f64155aa0dc6c7adb0d1eb>:0 at KMonoBehaviour.Start () [0x00000] in <f30d3c85d1f64155aa0dc6c7adb0d1eb>:0 There's no mod into the list on the crash screen, so I guess every mod has been succesfully disabled. ATM, I cannot even reach home. It crashs right after Klei logo. Thanks
  9. Sounds like flaking. I suggest you to have a look into the forum, under "partial evaporation", and "partial melting".
  10. Only more technical stuff ? Are you kidding ? And what about this ? Those changes are priceless !! Thanks ! Bug solving is so good.
  11. Well, another hint leads me to think that we both don't play the same way. Some bugs led me to quit playing, as it was so messy and annoying for me. I'm sorry that we don't have the same threshold for what is "gamebreaking" or not. Nevertheless my sense of hyperbole thanks you for the advice, but I'll keep being super-thankful for this game in so many topic, and still a bit sharp for some flaws that kinda ruin my experience when I go deeper into it. When I'll not say anything, anymore, positive or negative, about this game, will mean I will not play and not care at all anymore.