Vuelhering

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  1. In the tutorial for plumbing and ventilation the last paragraph says to use a Liquid Filter. This is the wrong building to use, in the context of discussing how to handle pwater output from buildings. It should say to use a Water Sieve.
  2. In this test, all doors have access revoked for all dups. Starting screenshot. Door permission failed screenshot. Fully locked doors do work to prevent access. Starting screenshot #2. Again, all door permissions are revoked, including horizontal dual doors. Door permission failed #2 screenshot. Edit: here's another. Starting screenshot #3. Door permission failed #3 screenshot. I've reported some of these before, and several got fixed. These permissions are still broken even after the door fixes a couple updates ago.
  3. Doors elevated or sunk do not behave the same as doors elevated or sunk if they have tiles on top/bottom sides. Example: https://steamcommunity.com/sharedfiles/filedetails/?id=1666064564 The door to the right of Catalina has no permissions, but she can walk through it normally unless it's fully locked. The open door (with full perms to access) blocks her. The other doors past that work normally. The only difference is the airflow tiles which allow her to climb down or up.
  4. You cannot connect a transit tube crossing directly to the transit tube, nor one block higher if you're going straight up, because the transit tube won't connect between the crossing to the access station. This seems to be a bug or oversight. A solution is to allow transit tubes crossing to connect to the top, and possibly to each other (allowing a wall or floor of transit tubes). An aside: It'd be sweet if the transit tube crossing could also connect on the bottom.
  5. There are still bugs with door permissions in the non-preview branch, too.
  6. When clicking on a dup, my fps goes from > 30 to ~5. Back to normal when clearing selection.
  7. Mechanical door permissions (auto with "arrow" permissions disabled) are being ignored. Dups pass through freely. Related is other issues with doors. The arrows should correspond to the rotation. Since they rotate 90 degrees clockwise, the left arrow should correspond to "up" but this is not obvious, and does not always work properly. Also, the left/right arrows don't work if a dup tries to pass through a door that requires a step up on the other side.
  8. I think it's intentional. They used to fall through horizontal doors several updates ago. This got changed but vertical doors were kept the same. Pneumatic and horizontal doors also don't work as foundations anymore either iirc. Working as intended means it's not a bug, but maybe it's kind of odd.
  9. There's no option to remove an exosuit any more ... or I can't find it.
  10. You literally cannot. You have finite copper ore to make exosuits. It might not be working as intended, but it's not really exploitable for very long. By the time you can make exosuits, you probably have most of your O2 needs met already. I figured it was on purpose, to allow you to use exosuits before you have docks (which require refined metal).
  11. This seems unintended. Dug out some polluted water to let it fall into a small pool, then down a shaft, and it forced its way into a sealed area. The tiles were metal tiles with a mechanical door above, with no permissions. Screenshot: https://steamcommunity.com/sharedfiles/filedetails/?id=1573884321
  12. The grills bounce error messages in the notifications area on any recipes that it can't make. Complete with sound. It's like having a little gas motor running in the background. puttputtputtputtputt
  13. A meal farm had some low density CO2 creeping through disabling them, and all the checkboxes in the plant's infoboxes remained checked. The plant itself switched to the "disabled" graphic.
  14. Was just coming to post this. Only way to break them out is another dup disables the sink.
  15. Then why does chlorine exist anyway? Half the people here vent it into space.
  16. Besides the drecko issue on the feeder already mentioned elsewhere, the menu is not updating properly. I noticed that similar critters share resources, e.g., the Hatch and the Hatchling share checkboxes. If I "allow all" for the Hatch and then click allow all for the hatchling, it actually unsets all. They cannot be selected separately, either, so I can't feed hatchlings one thing and hatches another. They share, and the checkboxes do not update. When opening the pulldown arrow to select different foods, the window resets the thumb, so it forces scrolling back down. This is probably unintended as it's pretty annoying and unintuitive.
  17. I can also verify this. As soon as I turned off the "sweep only" on the container, the 3 idle dups began gathering detritus. One was set to groundskeeper, and still didn't sweep until the container was unset. Screenie from beginning of game. Note idle dups.
  18. Manually removed, not a checkpoint. From my experience, dups do not drop the suit when it runs out of O2, they just pull off the helmet to breathe, then put helm back on and continue.
  19. See screenshot - Otto is no longer wearing an atmosuit, but the (empty) O2 levels are still showing on his character.
  20. They are also in the jobs tab, and basically are counting as if they're still alive. Except for one thing: beds. They did give up their beds. Entered debug mode and "destroy"ed the corpses, and they were appropriately removed from the population and stress tabs. Edit: a subsequent death (after hotfix #1) worked correctly, and was buried. First two deaths were from suffocation, last was from starvation.
  21. They also are not getting buried, and stress continues to climb.