SkunkMaster

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Everything posted by SkunkMaster

  1. Would be nice if rovers could have a recharge station, but in return had to be controlled by a dupe at times, remotely could be fine. atleast this way they would have some usefulness, while also needing occasional "tune-up" or what you would call it. - free dupes so far is nice, just reuse the materials once they run dry.
  2. Why would you want to automate the doors with a space scanner, when you can control the meteor shower ? - You're litterally "summoning" the meteor shower, so you'll know exactly when it arrives also...
  3. I think beetas might have lost their age. - They seem not to die anymore with time.
  4. I hope they release the other rocket engines soon, with the nerf to Co2 engines i feel it'll be very hard to reach other planets before we have the other engines available.
  5. Conveyor loaders, who's rail exit has materials on it, wont be loaded. The result can in some cases be conveyor loaders who have less then 20kg in storage cause the rail is so short that nothing gets filled in before it blocks...
  6. Like the title says. Atmo-suits requested will be delivered by taking atmo-suits from other atmo-suit docks.
  7. Hitting cycle 480 with my current colony crashes the game. I've tried to load the colony 5 cycles earlier, didn't play the last 2 cycles, the time would hit 480 and crash would follow. I'll include 2 saves, one at 480 which crashes within 5 minutes and another which is a few cycles before.. Friends.sav Friends Cycle 476.sav (2).sav
  8. Latest patch is giving me the crashes: NullReferenceException: Object reference not set to an instance of an object Prioritizable.OnCleanUp () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Prioritizable.cs:174) KMonoBehaviour.OnDestroy () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:230)
  9. It gets better. The current patch also messes up incubators in the sense that dupes will go and pick up the finished critter, but then just proceed to drop it straight on the ground, instead of moving it to a stable... not to talk about the strange eggs that only show up on certain overlays
  10. i got floating bottles, both liquids and air, sticking on buildings, vents, pumps.. since the previous update
  11. Oh sorry, forgot about that one. I will should it crash again. also follow up, it seems any kind of state change inside doors deletes the doors, not just solid state change.
  12. Playing on a map with -200c temps, seems solid co2 created near or where the door is deletes the door without a trace. - mech and manual airlock alike. This sometimes causes crashes, sometimes not. Titanium.sav
  13. It's possible to copy general settings of the critter sensor just fine, but the settings for counting egg, critters or both does not get copied.
  14. Where do i buy the 4bit cable bridges ? part of upcoming DLC?
  15. You guys are machines, remember to rest, it's just monday
  16. I also have some odd behavior from my 4bit cables now. Hatch farm all 4bit work fine individually, but in my power setup, if i pull bit1 high, all 4 bits are pulled high. Farm has no not-gate in front of the ribbon-writer, the power setup has. furthest to the right is set to bit 4, yet is pulled high by the other writers who are set to bit 1-3. if bit 3 is pulled high, so is bit 4, if bit 2 is pulled high, so is bit 3 and 4. etc. Automation Rethunk.sav
  17. So the tune-up shows some places that it makes 1275W, but there is only ever transferred the base energy. Further proof: 1 turbine, that has received the tune-up, is still unable to run a single Aquatuner, despite it in theory producing excess energy.
  18. Changing priority of the wrangle tool will still result in wrangle task at prio 5.
  19. Rockets don't use thrusters upon landing. silenced landing, no flames and no heat output. Fuel tanks are entirely full after completed mission.
  20. They actually calculate the pathing with jetpacks, if they have jetpacks available. no matter of in use or not.