outseeker

  • Content Count

    257
  • Joined

  • Last visited

Community Reputation

37 Excellent

About outseeker

  • Rank
    Member
...

Badges

Recent Profile Visitors

1843 profile views
  1. ok, immediate developments have uh developed lol we can now download visual studio directly from Microsoft and completely free.. there has to be some sort of catch! VS2019 is the current version: https://visualstudio.microsoft.com/free-developer-offers/ - I'm installing it rn, and if it's not a dumpster fire my question can be considered irrelevant update: works fine, i'm modding ^_^ thx dont mind me!
  2. I read one of these guides at one point that said we were targeting .net 3.5 which is great since I have VS2008, but when I come to setup my environment I'm told I can't use Assembly-CSharp or Assembly-CSharp-firstpass references because "This assembly is built by a runtime newer than the currently loaded runtime and cannot be loaded." I see .net 4.0 is specified by your guide- did it change to 4.0 so now it's impossible for me to make mods with Visual Studio 2008? :< *edit (followup question): might it be possible for Klei or anyone to create a standalone compiler for us? So we can still create code and compile it for ONI mods even if we don't have the environment? Previously I've played with mods for Klei games and all I needed was a text editor if I remember right- the idea of finding/buying a newer version of Visual Studio just to mod isn't so lovely since they stopped coming with Crystal Reports and stuff..
  3. Oh dear this report is from 2018? Point #1 is still unfixed almost end of 2020 and apparently would be very simple :<
  4. Dupe reports, just doing some linky linky Thanks for that info Soul-Burn, I hadn't looked at any code and assumed the issue was that the dupe in the sight-seeing module is unassigned from the module at landing, causing them to be ejected. Simply not having a gantry check in code would explain it nicely lol If you leave the gantry extended during landing and let the rocket smash through it, the sight-seer can exit safely btw <3
  5. Just came to ask it be fixed! The problem is the sight-seeing duplicant is being unassigned from the sight-seeing module upon landing, which is ejecting them. They should stay assigned to their module like the pilot does, so they won't exit until they have a gantry or you make it happen somehow manually. The only workaround I found was to leave the gantry extended during landing, so it gets smashed by the rocket. It can still be stood on, so the sight-seer can safely disembark and receives their bonus status. Even having a gantry in place and automated to extend by the space scanner, the dupe is ejected just before the gantry can catch them- this really needs a quick patchy patchy <3 *edit: possibly the gantry could catch them if it were built point blank on the rocket, but in that case it's getting destroyed 100% of the time by the engine blast on takeoff/landing anyway.
  6. thanks jp, i was able to work around it by removing any tiles from below the door but it would be great if we didn't have to find a work around hey?
  7. Another small correction, I tried again and it seems that at the point the Lobby Doors have no tiles underneath them, the door resets whatever dodgy status it had and dupes can interact with it again. I tried just removing 2 tiles deep from one side of the doors, so there's room under there for a dupe, but they still didn't interact with the doors.
  8. Additional notes: I just deconstructed the tiles below the Lobby Doors to the point where a dupe could stand directly below the doors and toggle them. It seems for some reason the game believes the tile on the right (or ladder I initially had on the right) of the Lobby Doors internally doesn't provide a valid place for them to toggle the doors from. When I give them somewhere else to stand (below the doors) they are able to toggle them. edit: to be clear, I could manually send a dupe to the door and they would move to the correct position to normally allow them to toggle said door, but they refuse to toggle it, even at 9 priority. edit2: with the above knowledge, I built an additional ladder on the right of the door which should have been another valid position from which they could toggle the door I believe, but again they weren't able. It seems the door is saying there is no way to interact with it from the entire right side.
  9. Hi, I have a problem with my current game that the Lobby Doors of the surface facility are stuck in a Locked state, and dupes can't/won't go and toggle it to any other state. It can't be automated, so I'm stuck. I'd prefer to not have to deconstruct it. The only thing I can think of that might have somehow upset it is that I had a ladder acting as the internal side of the door's floor, though I replaced it with a tile to make sure they have somewhere to stand when toggling, but it's not helped. Initially I toggled it to Open no problem, and Auto, but after I toggled it to Locked (and left the game possibly, not sure when the bug began) it could no longer be toggled to any other state.
  10. OK yep looks like the c02 can't displace the oxygen and liquid has only ever displaced the c02 horizontally until it gets trapped by a solid. Oh well
  11. mm I think liquids should take priority over gasses when deciding which one will fill a tile, especially when it's 1000kg of liquid vs. 20g of gas lol if it's a design choice I'm a bit surprised. Like when you have a spill on the floor, and the floor has carbon dioxide on it, is the water able to flow along the surface and displace the carbon dioxide? Yes, else the spill would remain in the single tile it originated in. So why doesn't liquid always displace any gas competing for the same horizontal tile? It confuses me XD
  12. I would say a (lazy, yay!) solution would be to (in code) unpause the simulation and pause it again silently after load, to fill out all the numbers correctly. A prompt telling u the paused game is paused doesn't feel like a solution to me XD just sayin!
  13. This is just a small observation I've seen numerous times and I find it a little annoying. No big deal really, but I'm here for another bug so I will mention it Sometimes I see water being pushed aside by a tiny amount of carbon dioxide. This really should never be possible I think. Like 1000KG of liquids to the left of the c02 tile, and there it sits 20g c02, refusing to be pushed upwards into the oxygen and replaced by the liquid directly adjacent to it.
  14. I have some mesh tiles submerged in very cold polluted water. Often when I load up the game, I notice one or more of the mesh tiles looks slightly off.. Clicking on said off-looking mesh tile reveals that instead of the polluted water being "behind it", there is instead polluted ice there. Must have been too cold, OK. The freezing isn't really the problem though. I guess it could freeze solid within the mesh tile, but there is no way to dig it or in any other way clean it up after it does! I can deconstruct the mesh tile, which leaves me with an empty looking tile in a broken state. It's actually supposed to be the polluted ice, but debris can drop into the tile, etc. and you can't dig it. Rebuilding the mesh tile on that tile doesn't first dig, it just builds the tile as if nothing was there and leaves the broken polluted ice inside the newly built mesh tile. Only way to get it to "work properly" is by deconstructing the mesh tile with the broken frozen ice in it, saving the game, reloading the game and then digging the tile that was apparently corrected during load, and is now normal polluted ice. Then you can rebuild the mesh tile.. Not ideal! XD