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Klei Bug Tracker

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Posts posted by vascoegertklei

  1. On 7/7/2020 at 11:51 PM, bleeter6 said:

    A workaround is to cool the edges of the sweeper arm and avoid the middle. That's what I've been doing.

    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.

    On 7/8/2020 at 12:46 PM, leyt1125 said:

    P.S.: So happy those bug abusers crying like lil girls here about their cheating bases will be broken :eagerness:

    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.

    • Like 3

  2. 2 hours ago, Ipsquiggle said:
    • Sweepy's Dock is now overheatable

    There goes my magma biome sweepy build ._.

    2 hours ago, Ipsquiggle said:
    • Fix bug where Auto Sweepers' storage was growing unbounded, but not delivering contents
    • Unfortunately this reverts the fix to the bug where sweepers drop their contents on load - our delivery system requires this, for the time being


    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.

  3. On 28/08/2019 at 10:13 AM, xialeth said:

    This sounds like something that should be posted in the bug section, have you done so already?

    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. 

  4. 3 hours ago, Chipplyman said:

    With the dupe -> building -> material priority order I described, proximity would have to be the fourth method of ranking tasks, to break ties. 

    Not sure what the proximity button could do other than move proximity earlier in the task priority sort order. This seems by design.

    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).

    3 hours ago, malloc said:

    Does the dupe in your image have the same priority for Tidy as Storage?  If you put the priority on that storage compactor to 1, will they still pick up the closest dirt first? 

    I use the proximity option but haven't noticed the issue you describe but I typically leave my sweep only storage containers at default and then set the sweep priorities as I need and they grab the high priority ones (like wild eggs!) first even when they're all the way across the map.

    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.

  5. 16 hours ago, Chipplyman said:

    Overall task priority is based on the job type priority in the priority panel, then the building priority, then the material priority. You should see that the higher priority sweeping tasks go first if you have multiple materials going to the same high priority container. 

    I think many players would find it more intuitive if sweeping tasks started by picking a material then picked a building, though as a developer I would be terrified of the wake, edge cases, and unforeseen consequences of such a change. 

    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.

    • Like 3

  6. 7 hours ago, Farlin said:

    I think this patch has kind of broke the game. I'm finding my dupes are now ignoring high priority jobs and just doing the lower priority ones unless they are told to do that certain job, for example: if you have the pitcher pump set on 8 or nine for polluted water, they will ignore picking up the polluted water, the only way they will collect the water is if you actually set the water to sweep, and even then they may just ignore it until you put it onto top priority. Which leads to another failure, they may even just ignore a top priority job, another example: I had a dupe drop some bleach stone right in the middle of the base, right next to the storage bin it was meant to be put in, I put it on top priority sweep and I watched the dupes just ignore it, they would put other things into the bin but not the high priority job I eventually had to reload the game as the base was just filling up with chlorine. There is something currently wrong with the game right now and it started right after this patch.

    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...


    17 hours ago, adferrari said:

    I tried this achievement in 3 different games. One with 1 dupe, other with 2 dupes and another one with 19 duplicants.

    Even though all dupes have completed a chore wearing an exosuit, the "cycle counter" was always showing 0/10.

    I don't know if this is a bug or if I'm missing something

    Image 1.png

    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. 

    • Like 1

  7. On 8/3/2019 at 8:20 PM, RoboPhred said:

    The raw editor should already be in place; I have been using it to hunt down the clones-sharing-bed issue.

    It's not the most intuitive, but the bar across the top lets you select the area of the save file, and the rest of the screen shows a json editor when it finds an object it can reasonably display.


    Click on the text of the path to change the path at that point, or click on the underline to go deeper in.  For example, here I could click on "MinionAssignablesProxy" to get a list of items under SaveGame / gameObjects, and select another game object.

    Once you change something in the json editor, remember to click "Apply" at the bottom of the screen, or your changes wont save if you leave that object.

    It will default to showing the save file header.  Click on "SaveGame" to jump to the top of the file and work your way down to the more interesting bits.

    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

  8. 1 hour ago, xialeth said:

    You've probably found an answer to your question already, but yes, this means your seed hasn't been uploaded yet! You can install the mod, regenerate the seed (i.e. start a new game with the seed), upload it and then check.

    Only seeds someone somewhere has generated (and that wasn't removed due to fixes/changes to worldgen) will be findable, so if you want info on a seed that's not uploaded yet, uploading it yourself fixes that quite nicely!

    Okay cool. Thanks for the info. I will see if I can get the mod to work without spazzing out my game