brucemo

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About brucemo

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  1. I didn't force it with anything. I play on slow for that matter. I just set the job priority on the dupe to favor research, and the priority on the telescope was 9 and the priority on the other research stations was lower. I don't know if this reproduces, but I had to drop the priority on the telescope to get the dupe out of the telescope room.
  2. Please bear with me. I was in the process of building a petroleum rocket. When I got to the oxidizer tank, I wondered why it wouldn't load oxylite. I searched online and found that you need to build a gantry. This is a bug I think because something in the game should tell you, but it's minor and I don't care, because Google is my co-pilot. So I built a gantry. Somewhere in here I noticed that the default was to load like 2500 kg of oxidizer, so I changed this to the amount I wanted. I noticed that the errand was still for 2500 kg of oxylite. I hoped this was a visual bug but no, 2500 kg came, 2500 kg went into the rocket, and I said the f-word. I tried to figure out how to get it out and it looked like a better solution was not to put it in there in the first place, so I reloaded. I created a pretty good workaround but when it was half finished I watched a dupe walk into the room and grab the correct amount of oxylite out of the storage bin that was in the room. Apparently a reload generates the correct errand on load, so the bug here is that you have to reload your game before you can get the correct errand to generate, otherwise it tries to put too much in the rocket. I'm pretty sure I'm right, but I didn't try to reproduce this from the top. I did verify that the errand was correct on reload even if you build the gantry after reload. I speculate that you just have to set the right amount the day before. But something in here is a bug.
  3. This is a storage bin that's been assigned to store shove vole eggs. Note that there is no priority associated with this bin. If I exit this and click on the priority tool I find that the priority is 9. I do not have any idea what caused this. I looked at several nearby things after this, including a couple of critter drop offs and a telescope. Their priorities weren't set, either, but after three or four I saw one with a priority set, at which point everything had its priority set.
  4. Get to this by clicking on a rocket's command capsule and assigning an astronaut. This condition persists until the astronaut gets there. The red checkbox text says that no astronaut is assigned, but an astronaut has been assigned. The astronaut is not present. This is a trivial problem with the text associated with the checkbox control, but I was confused by this for a minute or two. After you've done all of this stuff you can overlook little problems like this, but the first time, when you are wondering what is going on and what comes next, and have been frustrated (often in a good way) by the game's complexity, it is needlessly confusing.
  5. I'm a scum saver, I tend to play the same cycle again if I can think of a way to play it better. I've had game developers tell me that they wouldn't fix bugs related to loading saves, because they didn't want people do it, and if you feel that way, fine. I have no idea if this is related to this but I did replay a cycle where a ship (first ship for me) was landing 0.3 cycles in. I didn't make a new save, I just reloaded from the beginning, and later I reloaded and replayed the previous cycle and kept going from there. You see the result in the screen shot, whatever the reason. My ship is landed, and yet a ship is coming, and it's oddly named. This has persisted after the ship was re-launched. I fiddled around with this and it comes and goes, but the "savegame" business is a pretty big clue that something somewhere has been kicked in the head.
  6. I'm sorry, I don't understand your answer. Are you saying this is working as designed and that I should have known about this, or are you saying that I've found an exploit/strategy that could be useful?
  7. I've studied all of the planets with the telescope, so there is nothing left to do with regard to that, and I'd considered tearing the building down. I'm currently researching jet packs, which do not require any sort of space research. And yet there is a dupe at the telescope, researching. I just noticed him doing it and it is likely that he just started. The progress bar associated with the research is at zero and I can't figure out what he is researching. I'd report this as a bug but I don't know if it's working as designed (hamster wheel athletic training, etc.).
  8. This is a simple text formatting error in the player information panel, specifically the "Decor" line.
  9. I'm calling this a general bug because I don't think it's graphics card, etc. In the daily report I clicked on chores and in the image you see the result. There is some text under the correct text. The text scrolls along with the correct text, if you scroll it off the screen it's there when you scroll back. This appears on most if not all of my chore reports. I can't read the text under the correct text.
  10. This is a tough one because I can't figure out why it's doing it, and therefore I can't rule out my being an idiot. I've made a normal "good" glass forge setup, using pre-space materials. The forge is made out of ceramic, the pipe is insulated ceramic. The problem is that sometimes the glass comes out cold and becomes solid in the first pipe segment right out of the forge. Usually it doesn't, sometimes it does. That's an example of someone having this problem and "solving" it, typically by getting crap off the floor under the forge. There are other complaints which usually involve someone saying they never have a problem, and someone pointing to the wrong materials being used or there being something on the floor or the floor being made out of the wrong stuff. Here's the deal. When I make glass, I get three blobs of glass flowing out the liquid outflow pipe. The first one is hot, the second one is less hot, and the third one is cooler. Sometimes all three blobs are especially cold and kerblam. First image is called "break". You can see the broken pipe, which is the pipe at the forge outflow, you can see that it's cold, and you can see that it's made out of ceramic. I made this and all other images after I paused maybe 1-2 seconds after this happened. Second image is called "floor". You can see 5 kg of 500 degree C glass on the ground, kerplop. Third image is called "wire". It's the tile with the conductive wire that feeds the forge. This wire tends to get hot when glass-making is done, but as you can see it is not super-hot relative to the surroundings. It's hotter but not insanely so. Next one is called "under". It's the tile that Stinky is standing on. This tile tends to be affected by the temperature of the glass forge, and it contains a conductive wire, and this may be the problem. The glass in the forge may have stolen heat from this wire. If that's true it's weir enough that it's a bug, since people shouldn't expect that the forge is going to suck heat out of a pipe buried in the floor. Next one is called "pipe". You can see the two glass blobs. I'm mousing over the top one and it is chilly related to what normally comes out of the glass forge. Something stole heat from the glass and I'm not sure what, but it happened to such extent that the trailing 5 kg froze. Last one is called "next pipe". I made Stinky work overtime and create another bit of glass. I'm mousing over the center blob and as you can see it's much hotter. The top one (5 kg) is 1328.2 degrees C. The middle one is 1593.1 degrees C. The bottom one is 1691.8 degrees C. I'm guessing the 5 kg blob from the previous run was about 1000 degrees, which is way below freezing for molten glass, and I think that makes it less likely that the workaround/solution is to increase the temperature of the environment the forge is in. I watched both of these take place. Power was continuous, they were sequential, and I didn't notice anything stupid happening. I had been making glass with this forge throughout the cycle and it hadn't broken previous to this time. But I have seen this problem in other cycles with this configuration and with various configurations I experimented with in order to try to solve this. The problem is not stuff on the floor although it might be stuff *in* the floor. In any case the problem is intermittent and that suggests a bug or at least a behavior that is non-deterministic enough that it would frustrate players. If I engineer properly, things should not break, and I should be able to intuit what "properly" means.
  11. This guy is idle because he can path to the bottom ladder but not the top ladder. The workaround is to move him to the bottom ladder manually, at which point he can simply path out. I understand the desire to make underwater hikes less desirable but this behavior is so weird that I'd call it a bug. And I mean, he got there somehow. I believe I had him dig out the tile that used to be right above the right-most underwater slime tile, and then everything including and to the right of the fungal spore. It's weird that he can perform an errand but without his making the underwater path substantially longer he can't get home.
  12. This dupe has managed to get line of sight through the floor in order to build a liquid shutoff. I have seen this happen if, for example, a tile has recently been completed, but the day is about 1/3 over and no floor tiles have been built, nor do I recall any being built the previous cycle. From my point of view it looks like he just randomly decided to build something through the floor. The supply errand had already been done before the cycle started, I believe, and I don't recall if it was this dupe who did it.
  13. This is not repro on another refinery a few moments later. It is possible that this is related to it happening soon after load.
  14. I don't have enough iron to make steel, so I queued up an iron order, followed by a steel order. As you can see, the current order is the iron order, but when I queue up the steel order the next order is another iron order. I let the game run, in order to see if it was somehow being smart in an obscure way and when I went back to check on this a few seconds later (no long enough for a dupe to come to do anything -- the errand isn't assigned -- the refinery shows the "next order" as "iron to steel", which is to my way of thinking correct.