krop

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  1. Last string issue for today, on STRINGS.UI.ROLES_SCREEN.ASSIGNMENT_REQUIREMENTS.HAS_EXPERIENCE.DESCRIPTION, {0} is not expanded anymore since yesterday's hotfix
  2. In this sentence : A maximum of {0} germs can be on this {1} of material.\n ({2} germs/Kg) '{0}' is "n germs"
  3. Steps : 1/ Open a construction menu, 2/ Click on a greyed building → Crash (Reproducible) Backtrace: Could not find RoomType: MachineShop UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Debug:LogError(Object, Object) (at D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\Plugins\Debug.cs:96) ResourceSet`1:Get(String) (at D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\Plugins\Klei\util\Resources\ResourceSet.cs:87) RoomTracker:GetDescriptors(BuildingDef) (at D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\scripts\components\RoomTracker.cs:111) GameUtil:GetAllDescriptors(BuildingDef) (at D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\scripts\game\GameUtil.cs:1207) ProductInfoScreen:SetEffects(BuildingDef) (at D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\scripts\ui\ProductInfoScreen.cs:260) ProductInfoScreen:ConfigureScreen(BuildingDef) (at D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\scripts\ui\ProductInfoScreen.cs:102) PlanScreen:OnSelectBuilding(GameObject, BuildingDef) (at D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\scripts\ui\PlanScreen.cs:325) <CreateButton>c__AnonStorey1:<>m__0() (at D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\scripts\ui\PlanScreen.cs:729) Util:Signal(Action) (at D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\Plugins\Klei\util\Util.cs:775) KToggle:Click() (at D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\Plugins\Klei\ui\KToggle.cs:77) KToggle:OnPointerClick(PointerEventData) (at D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\Plugins\Klei\ui\KToggle.cs:119) UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerClickHandler, BaseEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:50) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:261) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:551) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:450) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:430) UnityEngine.EventSystems.StandaloneInputModule:Process() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:204) UnityEngine.EventSystems.EventSystem:Update() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\EventSystem.cs:285) (Filename: D Line: 0) NullReferenceException: Object reference not set to an instance of an object at RoomTracker.GetDescriptors (.BuildingDef def) [0x00017] in D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\scripts\components\RoomTracker.cs:111 at GameUtil.GetAllDescriptors (.BuildingDef def) [0x00036] in D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\scripts\game\GameUtil.cs:1207 at ProductInfoScreen.SetEffects (.BuildingDef def) [0x0002f] in D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\scripts\ui\ProductInfoScreen.cs:260 at ProductInfoScreen.ConfigureScreen (.BuildingDef def) [0x00018] in D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\scripts\ui\ProductInfoScreen.cs:102 at PlanScreen.OnSelectBuilding (UnityEngine.GameObject button_go, .BuildingDef def) [0x000b6] in D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\scripts\ui\PlanScreen.cs:325 at PlanScreen+<CreateButton>c__AnonStorey1.<>m__0 () [0x00013] in D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\scripts\ui\PlanScreen.cs:729 at Util.Signal (System.Action action) [0x00009] in D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\Plugins\Klei\util\Util.cs:775 at KToggle.Click () [0x000c0] in D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\Plugins\Klei\ui\KToggle.cs:77 at KToggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x0003b] in D:\jenkins_workspace\workspace\Preview_Simgame_Linux\game\Assets\Plugins\Klei\ui\KToggle.cs:119 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:50 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00073] in C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:261 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:265) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:551) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:450) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:430) UnityEngine.EventSystems.StandaloneInputModule:Process() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:204) UnityEngine.EventSystems.EventSystem:Update() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\EventSystem.cs:285) (Filename: D Line: 0) Game.OnApplicationQuit() Setting up 2 worker threads for Enlighten. Thread -> id: 7f3826007700 -> priority: 1 Thread -> id: 7f37809f9700 -> priority: 1 [ INFO ] FMOD Studio: Destroying runtime system instance ##unity-automation:{"messageType":"MemoryLeaks","allocatedMemory":843938,"memoryLabels":[{"Permanent":12608},{"NewDelete":18441},{"Thread":40},{"Manager":104},{"GfxDevice":8388704},{"Serialization":9152},{"BaseObject":2032},{"Terrain":176},{"STL":4096},{"String":185},{"DynamicArray":384},{"Utility":-8388608},{"PoolAlloc":-176},{"ScriptManager":1832},{"Sprites":794736},{"SceneManager":232}]}
  4. Just noticed but I don't think it's a 'real' issue. The information window's titlebar has a blank line, even for !duplicants' information.
  5. Because translators see some source strings and produce localized ones. We have no way to guess which string is actually used or not when we're translating.
  6. Thanks ! small typo for STRINGS.ELEMENTS.SLABS.DESC : « Slabs are a refined mineral buildling block... »
  7. There are 4 strings with \t. I guess it should add a tab, but it doesn't.
  8. So does STRINGS.UI.ROLES_SCREEN.PRIORITY.DESCRIPTION "{0}s prioritize these work errands: ". This string has 2 issues: - in many languages, all the words take the plural form - in many languages, the translated string without an article looks wrong
  9. The icons are too close, making the text unreadable. See example with the french menus. Translators can't really add ellipsis on the buttons' text since the string is also used as title when opening the menu. The issue is also present in the actions toolbar or when opening the constructions menus.
  10. Pick a language != english, open the job overlay. the "Unassigned" value in the dropdown menus are not localized. (I've translated all the matching strings in the .po file)
  11. The string for STRINGS.BUILDING.STATUSITEMS.COLONYLACKSREQUIREDROLEPERK.NAME is 'Colony Lacks {Roles}s' but {Roles} in this context can take several values making the string (and the translation) curious.
  12. To be more precise, the first line of the tooltip is correctly read but the mousehover tooltip is wrong for the output entry.
  13. STRINGS.UI.OVERLAYS.CONVEYOR.TOOLTIPS.INPUT is used for both the entry and exit point instead of STRINGS.UI.OVERLAYS.CONVEYOR.TOOLTIPS.OUTPUT
  14. So, I tried downgrading the NVidia driver and created yet another seed. I could play a couple hours and just got a crash. Maybe a coincidence, but it happened after the first limonchite sneezing. *edit* unrelated, just got another crash without illness Fresh log attached. Player.log-20180121
  15. It happened with different seeds so far. lshw's output attached. # uname -r 4.14.13-1-default NVidia driver version is 384.111 lshw.txt
  16. Since a couple days, the game crashes randomly. It's not triggered by a particular action. Player logfile attached. Player.log-20180117
  17. known issue with the unity engine. Follow the steps on the attached screenshot
  18. Found while making changes to the french localization. Background for readers : random colony names are generated by picking one of these 3 patterns : - STRINGS.NAMEGEN.COLONY.FORMATS.NOUN - STRINGS.NAMEGEN.COLONY.FORMATS.ADJECTIVE_NOUN ({adjective} {noun}) - STRINGS.NAMEGEN.COLONY.FORMATS.THE_ADJECTIVE_NOUN (The {adjective} {noun}) While this works when using en_US, this fails for languages having a grammatical gender. eg, in french, "The" used in 'THE_ADJECTIVE_NOUN' can have 3 translations depending on the word following it ("le", "la", "l'") The only trick we could find was to add the two possible forms but the result is far from being pretty, eg: "Le(la) Comète Doré(e)" or "Le(la) Décharge Prospère"
  19. STRINGS.DUPLICANTS.NEEDS.DECOR.EXPECTATION_TOOLTIP contains This Duplicant desires {0} or higher decor values. {0} isn't expanded when the tooltip is displayed at the duplicants selection screen
  20. The "Irritable Bowel" trait has a "bladder efficiency" modifier. This looks... unrelated. Perhaps the STRINGS.DUPLICANTS.ATTRIBUTES.TOILETEFFICIENCY.NAME string should have a different value.