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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.
       

Chaoticlusts

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Everything posted by Chaoticlusts

  1. Nuclear dlc?

    Teleporters? Oh and force shields that charge in high-tech beds while the dupes sleep+passively collect oxygen from the atmosphere so dupes never need atmo-suits. They'd both allow far cleaner bases and a whole bunch of flexibility build wise and could justifiably require a boatload of power. add on low efficiency wireless power transmission so you could clean your base of power cables at the expense of needing say 5x the total power production and suddenly we'd really need a nuclear reactor (with an endgame fusion reactor of course :D)
  2. [Game Update] - 364722

    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?
  3. Save File Editor

    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.
  4. 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.
  5. 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
  6. 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.
  7. 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.
  8. Unsuited Dupes walking underwater are no longer limited by distance but will travel more slowly !!! This so deserves to be in the notable features
  9. [Game Update] - 299550

    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
  10. [Game Update] - 299550

    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
  11. [Game Update] - 299241

    Ohh nice. Could we also get this applied to timers on buffer/filter gates too please?
  12. [Game Update] - 297993

    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.