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About Chaoticlusts

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  1. On the mod compatibility issue, might it be worth moving the previous patch to an opt-in 'beta' so people can continue with saves that have incompatible mods in use? I play a few other games that provide this option and it seems to be a pretty good compromise in mod heavy games. *edit* also...I just built my first waterweed farm last night before going to bed.... :'( *second edit* is heavy-watt conductive wire requiring mechatronic engineering intended?
  2. Would also love a way to toggle off the debug was used setting if possible please. Only just noticed a week into my game that most of the achievements hadn't triggered in steam, apparently I must have hit the debug button at some point and forgotten about it (or they added the check shortly after launch). Unless it's already accessible with the raw editor and I've just missed it (found the sandbox toggle, but I haven't used that, figured debug would be in the same location but sadly not), in which case if someone could point it out that'd be great As a side note, I'd never actually looked at this editor until now. That really is a gorgeous web interface you've setup! *edit* If this turns out to not really be viable (i.e. breaks saves) then a fallback for others in the same situation is that there's a mod on steam to let you use sandbox without disabling achievements so you could just make a quick game in there to get the ones you've already earned in your main game.
  3. Whelp there goes the next few hundred hours of my life..... Congrats on the launch ^_^ As a side, is anyone else getting a crash when clicking on tutorials in the database, for instance duplicant movement? Not a big deal for me (haven't seen it in normal journal entries so far) since I've played more than enough to not need the tutorials but I can imagine that being problematic for new players.
  4. I'm guessing this probably refers to the last bits of the plot content rather than anything mechanical due to well..testing. But either way it's nice to know that even with all this awesomeness there's still a surprise or two waiting
  5. More like now no more stuffing around manually telling a dupe to go into a body of water before they'll even consider doing a task further through it. The limit on how far they could go always seemed weirdly tiny. The little guys have a pretty impressive lung capacity, the only times I've had ones at risk of drowning/suffocating is when they trapped themselves in somewhere while building or fell into a pit while digging (or their jetpacks ran out of fuel >_<). Mostly the limit just seemed to make any alterations to your reservoirs, and similar spots, a giant pain in the proverbial.
  6. I've been hoping they'll implement an expanded priorities option for a while. It's part of the reason Fluffy's Rimworld mods are indispensable as Rimworld suffers the same issue. If you want a colonist to cut chunks into stone blocks you have to let them work all crafting jobs despite it having no real connection to that skill . But with the mod you just expand the priorities list then turn that one job on and it's done . Hopefully we might see it in the launch patch, otherwise with any luck an industrious modder will figure out how to add it in.
  7. Unsuited Dupes walking underwater are no longer limited by distance but will travel more slowly !!! This so deserves to be in the notable features
  8. I figured you probably did just wanted to do the better safe than sorry thing if you happened to be stuck. But.. You managed to get your dupe in without a gantry? Mine was refusing to enter until I put one up there (with jetpacks of course) And yeah I did the same with the silo/space, dealing with all the verticality of building out there drove me nuts before they put the jetpacks out. Damn I love them
  9. I ran into this with regolith at the bottom of my rocket silo. If you save and load when it happens you should see more regolith there than there was before. I assume for whatever reason some is kind of half spawning so you can't see it but it's still having some effect (or something to this effect), regardless once you can see all the regolith then you can mine it fine but yeah definitely not an uncommon bug. The other option is if it's at the bottom of your silo and your rocket is out on a mission just wait till it gets back and it'll destroy it all The jetpack thing can be worked around by unassigning the dupe in the rocket while the gantry is out, oddly the jetpack is invisible when they get out although thankfully still functional and it reappears when they dock it. I would love it if they changed it so jetpacks negated the need for gantries, it's such a bugger constantly moving them around when you redesign your rocket
  10. Ohh nice. Could we also get this applied to timers on buffer/filter gates too please?
  11. Same Same. Was completely stable on the previous build over dozens of cycles but I'm getting repeated crashes now. I did find a trigger for the first one I ran into (I think).. It happened within a minute of setting a container to sweep only (first time I've had one set that way with this build) with a bunch of sweep tasks set, after I loaded it crashed again at the same time so the third time I loaded I never set them to sweep only and was good for a few more cycles till I got more crashes, but these ones don't seem to be as 'reliable' so not sure what's triggering them. *edit* Probably worth noting I'm running a game ported over from the release branch.