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About foobarbazbuzz

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  1. When radbolts collide with something (including another radbolt), they explode and release a huge amount of radiation. Radbolt generators within the range of that burst will pick up a lot of new radbolts, and this quickly creates an infinite cycle. The fix for now is to prevent radbolts from exploding within the range of a radbolt generator... or you can embrace it and have fun with unlimited radbolts!
  2. This doesn't explain your issue, but something I've noticed is that the speed will change depending on the pilot. E.g. when a rocket is in flight but the pilot is sleeping and autopilot comes on, the speed will drop. When the pilot is active again, the speed will update based on the pilot's skill level.
  3. I have discovered a few planetoids in my game. When you discover it, you get the special notification, the planetoid appears in your dropdown list, and you can view the surface, etc. But for the watery planet (Watano), while I was able to view it at first, it quickly stopped working. The first thing I noticed was that status icons (e.g. "no input pipe") from the right edge of my main asteroid were visible just off the left edge of the water planet, i.e. the views for the different asteroids were not well-separated. Shortly after that, the watery planet stopped being visible at all. Now, when I open it, I see a half-rendered view for a moment (lots of empty space, some bits from my other asteroids, etc). and then my view forcibly switches to another planetoid. I am sad because of all the planetoids, I was most looking forward to visiting the water one Save file attached. ID - fork 2.3 Cycle 491.sav
  4. Not sure this is a bug - the tooltip explains that the automation port is for "launch radbolts / don't launch radbolts." I know it's unusual for a disabled building to still consume power, but I think it's by design. I just put a power cutoff switch nearby for when I want to kill power to the radbolt generators, in addition to the automation switch for controlling when they launch bolts.
  5. My save (and the most recent backups as well) is now crashing every time I load it. File attached, and error is shown below. I have a petroleum rocket in flight, heading to an empty tile on the edge of explored space. I had a mod that may have been increasing the capacity of a solid oxidizer tank. But even with the mod disabled, the error keeps happening. Exception in: (KeroseneEngineClusterComplete).RocketEngineCluster+States.GoTo(root.idle.grounded) System.NullReferenceException: Object reference not set to an instance of an object at ClusterTraveler.RemainingTravelNodes () [0x00007] in <6f302ab9df424a40a2c351069bb31b8e>:0 at ConditionSufficientOxidizer.EvaluateCondition () [0x00068] in <6f302ab9df424a40a2c351069bb31b8e>:0 at CraftModuleInterface.EvaluateConditionSet (ProcessCondition+ProcessConditionType conditionType) [0x0001c] in <6f302ab9df424a40a2c351069bb31b8e>:0 at CraftModuleInterface.CheckPreppedForLaunch () [0x0000a] in <6f302ab9df424a40a2c351069bb31b8e>:0 at RocketEngineCluster+States.IsReadyToLaunch (RocketEngineCluster+StatesInstance smi) [0x0000e] in <6f302ab9df424a40a2c351069bb31b8e>:0 at GameStateMachine`4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].Evaluate (StateMachineInstanceType smi) [0x0000f] in <6f302ab9df424a40a2c351069bb31b8e>:0 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x002a6] in <6f302ab9df424a40a2c351069bb31b8e>:0 at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x0021e] in <6f302ab9df424a40a2c351069bb31b8e>:0 UnityEngine.Debug:LogError(Object, Object) Debug:LogError(Object, Object) DebugUtil:LogErrorArgs(Object, Object[]) GenericInstance:GoTo(BaseState) Instance:StartSM() GenericInstance:StartSM() RocketEngineCluster:OnSpawn() KMonoBehaviour:Spawn() KMonoBehaviour:Start() save Cycle 437.sav