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About 607581_1452789984

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  1. Harvesting Arbor Tree branches doesn't drop seeds

    Same issue, for 200+ cycles, I have one tree that keeps growing branches but never drops a seed. And I've had two wild pips locked in the room for a while and they're not doing much either -- barely eating (even though they're constantly "Hungry"). Also, the Critter Feeder doesn't have an option for Pip or for Lumber, even though the Information tooltip says they subsist on raw Lumber.
  2. Research screen too big for Macbook

    I agree that they should allow the research screen to be zoomed out a lot further -- ideally far enough out that you can see the entire vertical area in the current window. As a workaround, you can temporarily go into Options > Graphics > Interface and set UI Scale to 75% to see a bit more of the tree.
  3. That's nonsense: Manual Airlock - 13 letters Sealing Door - 11 letters Airtight Door - 12 letters Mechanized Airlock - 17 letters Mechanized Door - 14 letters Automatic Door - 13 letters Automated Sealing Door - 20 letters Auto Sealing Door - 15 letters Transit Tube Crossing - 19 letters So, to sum up, all of the above two-word replacements are shorter than the original name, and one three-word replacement is only one letter longer than a different item in the same build panel. For serious
  4. "Airlock" is not an airlock

    I should add that in addition to the V-shaped waterlock above, U-shaped waterlocks also work, and feel a lot less janky.
  5. I don't think we have the same understanding of those names. In "Manual Airlock", "Manual" is an adjective and "Airlock" is a noun. Hence, the thing is an airlock, that can be operated manually. In "Airlock Door", "Airlock" is an adjective and "Door" is a noun. Hence, the thing is a door, that can be used in an airlock. In "Mechanized Airlock Door", "Mechanized Airlock" is an adjectival modifying noun phrase, and "Door" is a noun. Hence, the thing is a door, that can be used in a mechanized airlock. (Alternately, it is a door, that is of an airlock and is also mechanized. Language is ambiguous.) Names are important, and clearly the fact that it's a door is not obvious because most new players who know what an airlock is think it's an airlock, not a door. Every other building in the game has a name that describes what it is; why should doors be different?
  6. This. I feel like a lot of this debate would quiet down if Klei renamed "Manual Airlock" to "Airtight Door" etc. There are really several separate threads getting mixed up here: 1. Most (if not all) players want airlocks (lowercase!) since ONI is all about controlling gas flow 2. Some players are satisfied with building airlocks using tiles and liquid, relying on the surface tension physics that make a tile half-full of liquid stick to the ceiling 3. Some players want a proper Airlock building, since the #2 solution is non-obvious and feels like an exploit 4. Some players want the current so-called Airlock buildings to function as airlocks since that's what their name implies 5. Some players actively don't want proper Airlock buildings added to the standard building set I personally feel that if everyone agrees on #0 -- rename "Manual Airlock" since it's not an airlock (for Pete's sake!) -- then we can argue about #3 vs. #5 and whether such a building should be standard or mod content, without getting quite so prickly. Agree? Go "Like" this bug:
  7. When you select a Gas Element Sensor, you see two panels; the second panel is incorrectly titled "Filter Outputs" and also says "Gas Output: All" and "Filtered Gas Output" and "Output 1" and "Output 2" (which make no sense for a sensor). Instead, it should say something like "Detect Gas Element" and "Detected Gas Element" (or "Sense Element"/"Sensed Element" or suchlike). (I suppose you reused the widget from the Gas Filter, which is good, but now you gotta make it configurable too.)
  8. In the meantime, I've logged a bug for at least renaming the current misnamed "Airlock" (really a sealing door) so people who understand what an airlock actually is won't be misled and frustrated. Come vote for it and see if that helps.
  9. a·mal·ga·mate /əˈmalɡəˌmāt/ verb combine or unite to form one organization or structure Since the "Amalgamator" separates amalgamated resources, it should be named "Unamalgamator" or "Disamagamator" or "Deamalgamator" or "Crusher"...
  10. Dreckos now eat Mealwood, Pepperplant, or Balm Lily. But their Info Panel text says they "graze only on live Mealwood Plants". Easy fix: "only on live plants" (and let the Database tell the player which types).
  11. Same here. This looks like a duplicant (heh heh) of this report: and I agree that the Current Errand panel is the likely suspect. At night, when the dupes' todo list is empty (except for "sleep"), the FPS is 12; wait until morning, when the todo list fills up, and it drops all the way to 2 or 3.
  12. When you select a Gas Filter, the Filter Outputs panel opens, with a Filtered Gas Output sub-panel. If this is a newly created Gas Filter, there is no element actually selected. Unfortunately, if you've already opened the Filter Outputs panel before during this play session, for a different filter, then the Filtered Gas Output list shows the old element selected! This is confusing and can lead to a player thinking that a gas filter is ready for action when it's actually not. This is illustrated in the attached screenshot. Note that there are three different conflicting indications in that panel; it appears that Oxygen, Natural Gas, or "No element selected" could all be the actual selection. If the player is looking at the panel instead of reading the (smaller, unhighlighted) text above, they will be confused.
  13. When "Total Skill Points" is two digits (value greater than 9), it is replaced with "...", even though displaying the actual value would take up less horizontal space.
  14. Vitals panel's Morale column sorts wrong in two ways: 1. it uses the *minimum* morale, not the *current* morale, which is much less useful 2. also it sorts in backwards order. (If the fat part of the triangle is on top, then the higher values should be on top.) See attached screenshot. The red triangle is fat-on-top which means descending order, but (a) it's sorting by the second value, not the first value, and (b) it's sorting in ascending order (lowest morale at the top).
  15. The Vitals list should re-sort when it's opened (or even better, should re-sort upon every tick, since most values are constantly changing). Otherwise you have a red triangle indicating that the list is in sorted order but it's not, cause things have changed since it was last open. Steps to reproduce: Open Vitals Panel (press V) Sort by Fullness by clicking the triangle Note the triangle near Fullness is red, with the wide end at the top, meaning sort in descending order (highest value at the top) (this is correct) Close the Vitals Panel (press V again) Wait a while Open Vitals Panel again (press V) Note the triangle near Fullness is red, with the wide end at the top, but the list is in the previously sorted order, not the new current order. The list is essentially randomized even though the UI indicates, and the player wants, it to be in the current sort order. To see the actual order, player must click the triangle three more times, which is a bad experience.