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Klei Bug Tracker

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Everything posted by Mastermindx

  1. I kindda feel the same about infinite storage... slightly exploitish. And... Building a gas cryostorage is a lot more entertaining!
  2. The transformers works like consumers on the "pulling" side. So, you'd have 1kw Transformer 1kw Transformer 120w sweepers for a total of 2120w consumption on a 2000w "rated" wire, which would then overload. if you remove the battery, you could put 2 small transformer + the sweeper on the same wire as 2 coal generator. Yeah, sure, that could still pull 2120w, but then you'd be "production limited" by your generator at 1200w (1800w tuned), which would be ok. Batteries are a little evil. They work as "infinite" producers. I believe a single battery could overload a 50kw wire. As such, one needs to be extra careful where they put them on their grid.
  3. Just a side note. If he does add a 2nd transformer, they can't both be on the same wire as the sweeper or else it risk overloading.
  4. More of a (most likely easy to fix) annoyance than a major issue. When you click the food icon at the top of the consumable window, it will enable the food item for all dupes, unless it was already selected for all dupe, in which case it will unselect it for all dupes. If a dupe is in the command capsule, his "consumable preference" can't be changed. So if that dupe has a food unselected and all other has it selected, clicking on the food icon will do nothing. It won't check any new checkbox because all the modifiable checkboxes are already checked. And it won't unselect all because not all checkboxes are selected. Then, the only way to uncheck all checkboxes is to do it manually one by one. Suggested fix : Don't consider the dupes in command capsules to consider if you should uncheckall. (Probably should ignore all dupes for which the checkbox is unmodifiable)
  5. There seems to be a problem with the germs "growth" formula : The 2nd one seems accurate, the first one is not. My guess is, the current formula doesn't support properly Dead/cycle values that are >= 100%.
  6. This is a terribly confusing way to display temperature if you never took a science class or don't understand what temperature is. When you understand what temperature is, this makes more sense than anything else. Everything is an offset. The type of building act no differently than the type of material. The material act as a +50C overheat temp? Well the building type act as a +348.2 overheat temp. When you start seeing the building type as a temp modifier the same way the material is, it just makes sense. And I think it might play an even more important role once mods get involved. Why? Just.... Why? I mean... They do give you a plain, final, overheat value.
  7. So... I'll try again since you failed to get the point. If you set temperature to Celsius, the "reference" overheat temperature is -273.2C. So if your building overheat at 75C, then your base overtemp is +348.2 (75 - (-273.2)) If you set temperature to Fahrenheit, the "reference" overheat temperature is -459.67F. So if your building overheat at 167F, your base overtemp is +626.6 (167 - (-459.6)) The base overtemp is NOT based on 0 *insert temperature unit of choice*, it is always based on 0K no matter what your preferred temperature unit is, which makes total sense, at least for everyone who ever took a science class. The game doesn't report overtemp is 348.2. The game report that it is +348.2, or 348.2 above absolute 0, which is -273.2. -273.2 + 348.2 = 75 Same goes for Fahrenheit. Reference value is -459.67(0K). If your building overheat at 167F, then it's +626.7 from reference value. -459.67 + 626.7 + 90 = ??? What does it equals? 257.03. Well, at this point, I'd trust them over you.
  8. As designed. All overheat temperature are assumed to be 0K. Then, the item base value being +348.2 degrees makes it 0K + 348.2K, which is 75 degree celsius. The Fahrenheit value is also correct : 75C to °F = 167°F 0K to °F = -459.67°F 167 + 459.6 = 626.6°F which make base overheat value 626.6°F above 0K.
  9. While this is a welcome addition, it is only useful (and partially so) for ranches with a single critter type. If you are trying to use automation to keep a 2:1 pacu:pokeshell ratio in a pen, this change won't help much. Or if you try to keep only 1 puft prince per puft pen. Though I guess it possible to work around in some convoluted way. Also... it would be great to have a switch to tell if a container accept input or not while it is disabled. (Like incubator, Conveyor Loader, etc)
  10. I was kindda hoping the critter sensor to allow the selection of which critter and/or eggs we want it to count. For... like... you know... Be able to know by automation if there is a Puft Prince in a pen or not (among others).
  11. I played another 50ish cycle and couldn't reproduce the issue... At least, none that I noticed.
  12. I had this igneous rock debris (from minor volcano) sitting on a metal tile, in super coolant for 2 cycles without losing 0.1 degree. I saved the game, quit to menu and then resumed the colony. After that, it started exchanging heat again. That setup worked for at least 50 cycles in previous version without anything similar happening. The Rocky Bunker.sav I reproduced it at a different place in the same game later on. Since I was looking at it when it occurred, I can speculate a bit more. The heat exchange seemed to stop just as the supercoolant was about to boil. So I guess the issue might lie when 2 liquid encounter each other, causing 1 to solidify and the other one to boil. (That, or you guys implemented some leidenfrost effect )
  13. I had the issue. Slowing the game to "Normal" game speed fixed it for a while... Now I need to make it "Slow" for the Puft to eat properly. My guess is that it's my 200 pacus causing issues. I guess the game engine skip a few update, but don't compensate properly when it catches up.
  14. Seems related to When a refinery take more than 1 coolant type for an operation, only 1 of them will be expelled from the refinery, the 2nd will stay as "input" for future cooling, but still get heated up.