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Klei Bug Tracker

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Everything posted by vascoegertklei

  1. Choosing priority for a manual attack command has no affect. It always defaults to priority 5. This has been the case for a very long time now. Easiest way to test is to try to set a !! attack task --> no yellow alert generated. Checking the dupe errands tabs confirms this bug.
  2. Yeah I know, but I can't load my save to change anything without stuff breaking now, because the sweepers will drop 1600C igneous rock into the petroleum that they are sitting in, turning a significant area of vacuum into sour gas. I see no one here 'crying' about bugs being fixed. You clearly misread or misunderstood what some people are discussing here. In my case, I am saying that the RE-introduction of a bug is screwing up with a build using normal game mechanics. A sweeper dropping it's inventory (whether it be hot debris, polluted dirt, eggs) every time the game loads is simply broken and will cause problems for many people.
  3. There goes my magma biome sweepy build ._. @Ipsquiggle Do you guys have an idea how long this bug is going to stick around? It really destroys many builds that require sweepers to be liquid cooled while the rest of the environment is kept a vacuum, mostly while moving hot stuff (like 1600C igneous rock). If it's always dropping on load, that will flash boil any cooling in place. I can't continue my game until this is addressed, because my petrol boiler, magma cooler and more will instantly break, wasting hours of effort.
  4. One of the latest updates enabled the game to remember which tab of the info panel you were on when switching between multiple items (i.e. if I select the Errands tab of a storage bin and then click on a farm plot, the info panel will stay on the Errands tab). This behaviour does not work when you are currently in an overlay. It will always default to the Status tab whenever you click on something else.
  5. Sweeping is a Tidy job. If you don't want them Sweeping either, you have to disable Tidying (which will prevent them from being able to mop and repair).
  6. Yurp. I had posted a bug detailing issues with priorities about a month ago and I updated it recently to include the information I had found with further testing. The mod initially said he wasn’t able to reproduce it, but I’ve explained it in detail this time and added a save file where the test is set up for him to observe, so hopefully that gets some attention.
  7. @Ipsquiggle Sorry, I wasn't notified about the reply and was about to post a follow up bug report before I decided maybe I should check the old one. I did some more testing and have narrowed down the issue(s) to certain situations. Note that the dupe has standard priority for all jobs (30). First Issue: Proximity disabled. Containers set to sweep only. Have some debris that needs to be swept with various different priority levels. Make sure one of the sweep jobs is set to !! priority. When the container is on priority 9, watch as the dupe does the priority 9 sweep first (ignoring the !!), then for some reason the priority 5 sweep (ignoring the 8). Setting the storage container to priority !! simply made the dupe pick the nearest item. Setting the storage container to priority 8 or lower suddenly made him respect the material priority and after completely the priority 9 sweep, he would go and do the priority 8 sweep and then the priority 5 sweep. The !! sweep job remains ignored. Second Issue: Proximity enabled. Containers set to sweep only. Same debris setup as above. Container priority also matters in this situation. With priority 9 or priority !!, dupes will always pick the sweep job closest to them, regardless of item sweep priority (as shown in the picture of the dupe deciding to sweep a priority 1 instead of the 9 or !!). Once you put the container to priority 8 or lower, all of a sudden they respect item priority and go for sweep jobs in proper priority oder. However, the !! sweep job still remains ignored! Lastly, I have noticed that, if the dupe has their 'Storing' preference one level lower than their 'Tidy' preference, they will respect material priority in more situations than if not. For example, the issue with containers being at priority 9 is not present in either situation #1 or #2 when their preferences are set so. The bug with containers at priority !! remains (they will still always pick the nearest item, regardless whether or not proximity is enabled or not). I don't know why having both equal would cause this buggy behaviour. I'm not good with game code, I just made these gameplay observations. However, (big surprise), even with tidying at 30 priority and storing at 20 priority, the !! sweep is still ignored. I've attached the save file of a sandbox game where I did the testing. Proximity is disabled when you load in, so you can do a test without it, then reload and enable proximity to see bug #2 and do another reload for the test with adjusted job priorities. The debris is a couple thousand kgs, so you can reliably see the behaviour over a longer period of time. Hope this helps somehow. I'm sure this can't be working as intended and some priority values must be causing weird calculations that would make a dupe ignore certain sweep jobs like this. Cheers, Vasco Sandbox.sav
  8. Without proximity, each job type has a specific value that is included in priority calculations. Digging and building jobs are, for example, +0.09, storing is +0.07 (regardless if it's a sweep command or not), deconstruction is +0.38 and so on. So a dupe with standard personal priorities and standard job priorities will always deconstruct (35.38) before digging (35.09), but always dig (35.09) before storing (35.07). With proximity, all jobs are simply +0.5 and a dupe will pick the job closest to him, assuming his personal preferences are all neutral (+30) and the job priority is neutral (+5). This means a dupe will choose to store something if it's 2 tiles closer to him than a deconstruct job. The only issue I was having, is within storage jobs themselves. Material priority appeared to have no meaning once you turned on proximity and tried to sweep things. I have since done another test and have narrowed down the issue (explained below). Yes, of course. It wouldn't be a good sandbox test if I didn't control the variables. The dupe has standard (+30) priority for all tasks. I have since done another test, inspired by your question and have realised wherein the real flaw lies: I had a bunch of debris set to various different sweep priorities. Once I set the sweep container to priority 1, the dupes were sweeping exactly as you would expect them to (respecting individual sweep priorities and picking the closest one, when the priority was the same). I stepped up the priority on the container one level each time and redid the test. The intended behavior works consistently! ... until you set the container to priority 9. For some reason, priority 9 breaks the system. All of a sudden, dupes will no longer care about individual sweep priority and will only go for the nearest sweep job. Priority !! on the container is equally broken (which is something I have noticed plenty of times before). Since I am used to smacking priority 9 on containers where I'm like, "this definitely has to be done", it is a relatively frustrating bug which is present in most of my games. Lastly, there is still a bug present even without proximity enabled, wherein dupes will go after priority 9 sweeps, but for some reason ignore priority !! sweeps.
  9. Let me be more specific: the behavior you describe is true for the most part. However, it all falls apart when you enable Proximity in the priorities tab. Since I (and probably most relatively experienced players) play with Proximity enabled, it's a real pain in the arse to have dupes ignore sweeping priority completely and only go for the closest items. I understand that proximity means that, when dupes are given the choice between two tasks of equal priority, they will pick the one closest to them. This reduces the chances that a dupe will run halfway across the map to do some random task, when there are other tasks of equal priority closer to him. I do not, however, understand why this suddenly ignores material priority when sweeping. All of a sudden, all sweep tasks are judged solely on the container priority and material priority has no value. This can't be intended... Especially since all other proximity actions seems to work fine (digging, building, etc). In the picture below you can see that I have set a container to sweep only and to accept all materials. With Proximity enabled, the dupe will start picking up the dirt closest to him, while ignoring the algae and clay at priority 9 and 7. Without Proximity, he goes after the higher sweep errands. If a Klei dev sees this, please know that sweeping is broken with Proximity enabled.
  10. This isn't a problem due to this patch. This behavior has been annoyingly around since the launch testing phase. The problem is, priority for sweeping seems to not mean jack sh*t. All that matters is the priority of the destination. So !! alert on sweeping does absolutely nothing, but !! alert on the storage container where your bleach stone should be stored and then you will see action. The problem is, if you have a whole lot of sweeping to be done, and the container accepts several types of materials, putting it on !! alert won't necessarily sweep the item with the highest individual sweep priority, but rather simply pick the closest valid items to sweep. I've reported it as a bug before but no replies... I currently have a base where all dupes have to wear exosuits to leave their bedrooms. Every cycle, it seems to only register 10/12 dupes as having done an exosuit task. It makes me wonder if there are specific tasks that don't count? I would have thought that doing anything in an exosuit would be enough but apparently not.
  11. Hi RoboPhred, Do you happen to know if it is possible to use Duplicity to see and/or edit if a game has used debug? Debug disables achievements, and although I'm very sure I haven't used it this game, I still am not getting achievements so I wanted to check. Would appreciate an answer! Thanks a lot
  12. Okay cool. Thanks for the info. I will see if I can get the mod to work without spazzing out my game
  13. I found a temporary solution through Reddit. Apparently changing the game resolution to native and then putting it back to whatever resolution you want to play in solves the issue. It does sometimes crop up again but now at least there is a quick fix.
  14. First of all, congrats on launch!!! So happy for you guys and I'm excited to see what is yet to come in the adorable world of ONI. Since Launch, I've had a small graphical issue, which can be seen in the following screenshot: Basically, the 'edges' of natural tiles have no texture, only colour. If the chunks are only 1-tile wide, then the entire tile is only one colour (e.g. sandstone is brown, slime dark green, granite light brown/purple). This never happened before Launch (even on the LU testing branch). This bug appeared on my old save and, after starting a new game, it was present there as well. I only use the "Average Geyser Output" and "Deconstructable POIs" mods - nothing that affects textures or structures. It's not game-breaking, but the world looks less pretty Verifying game cache did not help. Running out of ideas here! Graphics AMD Radeon HD 6750M 512 MB Memory 8 GB 1333 MHz DDR3 Processor 2,2 GHz Intel Core i7 Thanks! Player.log
  15. Quick question, I tried putting my seed number in to see what geysers I would get, but the page is returning no results. Is this because the archives are incomplete?
  16. @rezecib It's fine, I'm just an idiot hehe. Mod wasn't up to date. All good now!
  17. I was trying to get this mod to work in DST and it showed the grid and everything but I wasn't able to right-click to plant. I could plant when I removed the grid but the moment the grid is there, the "Plant" function disappears. Ideas?