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Bug Comments posted by Lbphero
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note that they also are "above", in terms of graphical laying, the tube covering
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4 hours ago, SpoonyBardIV said:But it never used to do 200. That's more than the Ancient Guardian does.
i'd imagine being hit by a hunk of metal running towards me would do slightly more damage than being hit by a hunk of meat
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terrifying
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1
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thats where all the rooms happen, which is why there be so many honey-lights
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darn it! i was gonna post this!
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if you didn't sign up for the beta, regardless of whether you download it or not, you won't be able to play the beta.
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Just now, Szczuku said:I think that batws work liike dogs so you just need to survive enough days
they do
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i know the steps are easy enough to replicate simply from your base description, but perhaps you should included some instructions on where to find bats easily? like, perhaps, maybe included doing c_gonext("vampirebatcave") to find the bat'ses dens, or maybe skipping a number of days so a bat wave can begin?
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i ran into this too, it might just be intentional, just with somewhat placeholder graphics, as i stopped being able to pluck from them after i plucked 3 feathers.
Conveyor shutoff startup is slow (specification?)
in Oxygen Not Included
Posted
My own take on displaying how conveyor rail sensors differ to gas/liquid pipe sensors. The gif may not function properly until it loads fully..gif.3520531c38c04bdbd73fb8510d988eeb.gif)
The same properties apply whether your conveyor rail goes up, down, left, or right.
My own uninformed explanation for this property is that the actual debris that gets read by the rail sensor and the packet or "container" for it are unsynced, and the debris lags behind the container. So if you were to put a rail sensor Right next to a shutoff/chute, the container would have already passed the chute by the time the debris is read by the element sensor.