AntiBlueQuirk

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About AntiBlueQuirk

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  1. Shove Voles (and any other digging creatures) cannot dig straight down in solid terrain. Here's an example of this. The vole is in the center tile, with Show Navigation on. Tested on version Breath of Fresh Air 471883, with no mods. To be more particular, they can't transition from one solid tile to another if they're moving straight down. Things to note: They can exit the bottom of a tile to be walking on the ceiling. You can see this on the left side. They can also dig from the top of a tile down into the tile. (Not shown.) To reach the stone in the bottom leg, the vole must wander all the way around on the outside. The vole can travel down the right leg, but only by zigzagging down. (It *does* have diagonal down transitions.) The vole can dig up the top leg, however, it is unable to dig back down! When it reaches the top most stone tile, it is permanently stuck! (I've tested it. You could probably build a vole snare this way. )
  2. I was so excited when I noticed the carpet tiles on my home asteroid, because I still don't have any reed fiber for atmo suits. But nope. Only sandstone. And tears...
  3. Can confirm this appears to apply to all flying creatures, including flying dupes. I did some testing with a Shine Bug, and think I might have gotten closer to the source of this bug (heh). (This might be a little lengthy/scatterbrained, because I was continuing to research as I wrote this post.) Here's a shine bug on the west side of my "third" world. (Only accessible by rocket.) The game lets some stuff render even, on other worlds, so you can see Devon's name and oxygen bars. (Ignore the broken abysallite, it was part of my testing, but I don't think it's important.) Also note the wall in the top right, it extends as far up as I can build. Here's Devon's perspective, on the east side of my second world (accessible by teleporter from my home world). If you switch worlds while you have something selected, it doesn't deselect it, so we still have the Shine Bug selected. Also, Devon has his own "skywall": Here's Devon's navigation. Note how it properly doesn't let him path over the wall, we'll get to that: But here's the bug's bugged navigation! (Normally, the game only shows navigation for the world you're on, but I modified it to skip this check.) Note how the bug is able to navigate over the walls (including the one you can't see in world three), and while up there, can jump worlds! Also, I find it interesting that in world two (with Devon), the navigation ends right above the wall, but in world three (with the shine bug), it extends significantly farther up! If we zoom out, it's quite significant, actually! Also, it turns out Burnito, my magma world, is stacked on top of world two (that's important later). Okay, more interesting stuff, if we teleport Devon to world three (with the shine bug), he is actually able to path over the wall! He can even fly all the way up to Burnito! But he glitches out and disappears when he does this. Also, it breaks the game while he's up there, because I can't pause properly anymore: I think the glitchiness is cause by the fact that area up there doesn't actually count as a real world, even though it's navigable. I get lots of errors like these two in the log: So why can't Devon make it over the wall in world two, as well as between worlds two and three? Well, with some more modification (so our view isn't clipped to the map), we can see that the floor of Burnito is actually blocking him! He's too tall to make it through the gap, but the bug isn't! (I can't delete this floor either, it's outside of the buildable area in either map.) Apparently the "between-world" walls only extend up to the build limit as well, which is why the bug can make it through the gap, but Devon can't. So here's my final conclusion: There's a one tile "border" of neutronium around all the worlds, but the top row is cleared out to make way for rockets and such. However, this also deletes the top-left and top-right corners of the border, so small critters can squeeze through the corner. Also, any space that's not part of a world (like above world three), is just empty space, instead of being filled in. If there's not a world above a world, then dupes can fit through the space too. The build limit (and sandbox tool limit) seems to extend to, but not include this border, which is why I could block Devon by building as high as possible. (On rocket interiors, top row isn't deleted, so you can't sneak to or from them.) The easiest way to fix this would probably be to just make it so creatures can't path outside their world bounds (with special consideration for rocket doors). But patching up the world borders a bit, and possibly filling the void with neutronium would probably help too. (But would that have a higher performance cost compared to vacuum? Not sure.) Oh, finally, you might be wondering what that weird line extending from Devon and the bug was to the bottom left corner. Turns out, it leads to the bottom left corner of the main map. I have no idea what's up with that.
  4. Some parts of the UI allow you to select objects directly. For instance, clicking on duplicant in the Vitals screen selects that dupe. However, if the object is on a different map, the selection doesn't happen, presumably to keep you from interacting with objects on other maps. However, that object is still "half-selected" and can't be selected again until you select something else.
  5. Some parts of the UI and game allow you to center on a duplicant or location. For instance, in the Vitals screen, you can double click on duplicant to center on them. In most cases I have found, this works properly with locations on other maps. The center either won't happen, or will switch maps. However, in some cases, this doesn't work properly. I'll try to update this list if I find any new instances of this. All of the following cases assume you are on a different map from what you are focusing on. (Tested in build EX1-442692) Cases I've found where it works properly: The vitals, consumables, and priorities screens (double-clicking on a dupe switches maps) Clicking most notifications Cases I've found where it *does not* work properly: (in all of these cases, the camera "zooms" to one of the current map's corners) Clicking on a dupe in a building's Errands panel on buildings (tested from a supply chore inside a rocket) Clicking on a task in a dupe's "To Do" list (same as above) Clicking the "Exposure to Germs" status item on a Dupe Using a dupe's "Follow Cam" (Fails if they go through a rocket door/teleporter) Using the "map hotkeys" (Ctrl+Number then Shift+Number) When an Automated Notifier with "Zoom" enabled goes off Clicking "Complete Neural Process" on a Neural Vacillator Clicking the "ALERT - Surface Breach" message (from a dupe entering space for the first time) On what is probably a related note, Save File previews don't get created properly if you are not on your home map when the save happens. I suspect this affects the Colony timelapse images as well.
  6. Yeah, I can confirm this happened to me as well. I had a dupe go through the teleporter and start building some ladders out of Sedimentary Rock. She left the jobs unfinished due to not having the Hard Digging skill, so I sent her back home, leaving the second map empty. Back at home base, all jobs involving Sedimentary Rock were suddenly blocked on "Insufficient Resources". Cancelling the unfinishable jobs in the second map cleared the bug.
  7. As part of loading subscribed mods, the built in mod loader calls KMod.DLLLoader.LoadDLLs(path). This function is responsible for finding all of the .dll files in the mod directory, searching their types for OnLoad methods and such, and actually applying the Harmony patches from the mod. If an exception is thrown anywhere in this process, the function remembers indicating failure, and as for the exception... it does nothing. It just swallows the exception. The function indicates failure, so "Failed to load mod ZZZ...disabling" appears in the log, but the exception just disappears, along with all its valuable debugging information. For mod development, this is really not ideal, since if one of your patches is crashing somewhere, there's no way to actually tell what is happening, since the debug information is swallowed by the mod loader. I think the mod loader needs to print the exception to the log, if nothing else.
  8. In certain sense, with the fixed output temperature, it already is. And if the water sieve was absorbing the heat of the fluid, it would shut down pretty quick. Water sieves aren't submergible, aquatuners are.
  9. I've actually thought about making a mod that does exactly that: whenever a machine changes the temperature of something, the machine absorbs the difference. But I've been working on other mods and haven't really looked into how feasible the idea is yet.
  10. Honestly, the fixed temperature output thing has always bothered me, so I'm glad to see it addressed, but I also understand why people are upset. There's not a lot of effective ways to deal with heat in the game, and another one is being removed. It's kind of a double whammy as well, with Wheezeworts being nerfed. Also, I think how they "fixed" it seems a little blunt. Machines can heat stuff up, but not cool them down anymore? I would be a lot happier with a system that output at the fixed temperature always, but calculated the difference in heat energy and applied it to the machine. Pump some really hot water into your sieve? The sieve gets hot to cool down the water. Pump cold water in there instead? It gets cold to heat up the water.
  11. I'm getting crashes sometimes when my dupes "complete" a full segment of gas pipe. They can build each individual bit, but when they put the last one in, sometimes I get a freeze followed by a crash. If I had to guess, it's something to do with the conduit changes this update:
  12. Had a weird shower thought and decided to check: Even if you cool the "hidden bottle" down below its freezing point, it does not actually freeze and fall out of the fake storage. If it worked, it would probably be a crazy powerful duplication glitch.
  13. @mathmanican Yeah, I have a lot of experience melting ice in my base, and small chunks work best. Not for cooling your base, mind you, but for actually getting the ice to melt. Just putting 20t of ice in your basin will melt eventually, but it'll take a very long time. Also, having 20kg of water suddenly appear in one tile in your water tank can cause some obvious problems. I've always been underwhelmed with the performance of tempshift plates. As far as I'm concerned, they're not really useful if you want to transfer heat between buildings or items and tiles, since they only appear to interact with tiles and elements. I mostly use them as an equalizer, to help an area reach equilibrium more quickly. But no, they don't really help as far as items and buildings are concerned. I don't consider them necessary to my contraption, I mostly just put them in to test the effect. I actually don't think it has anything to do with OverrideExtents. The size of the pitcher pump is not the problem. The problem is that it creates fake chunks of elements, that are only supposed to exist for management purposes, and then actually lets those chunks interact with the world. if the fake chunks/hidden bottles were not allowed to do thermal exchange, their temperature wouldn't matter. Also, I'm pretty sure items in storage don't directly interact with their containers for thermal exchange and such, so the "size" of the building really shouldn't matter. I personally try to avoid the exploits, since they can take a lot of the more interesting challenges out of the game. But I do like figuring out how they work.
  14. I haven't personally observed oil freezing. From my understanding of how it works, it shouldn't be possible, but maybe there's something I'm missing. Having a deeper tank means that the "fake chunk" is bigger. It's like the difference between putting 200 kg of ice in your water basin, vs. 20 t. The 200 kg melts *way* faster, but it has less temperature to exchange with the water, so it will cool it down less overall. The 20 t will will eventually warm up enough to melt, and cool the water down a whole lot, but it can take a very long time. Having a bigger fake chunk means that fake chunk will take much longer to warm up, but it will still cool the surrounding gas/liquid the same. Except that because you have more *real* liquid, it's going to take longer to cool down. The easiest way to imagine it is that there's a bottle of liquid sitting in the left tile of the pump's base. Its mass is however much liquid the pump has access to. (Which can change over time.) The temperature starts at the liquid's default temperature, but once that bottle is made it just exchanges heat as normal for its mass. If the pump stops having access to the liquid for whatever reason, the bottle poofs.
  15. So Pitcher Pumps really do just work like storage bins, but their contents are dynamically adjusted based on how much liquid they can access. They also hide their contents with a flag, but I made a mod to force that flag off, which shows exactly what the problem is: I made a room with some cold Naptha in it (it has a default temperature of 76.9), and placed a pitcher pump in the room. As soon as the Naptha touches the pitcher pump, the same amount of Naptha appears in the Pitcher Pumps "contents". (Which are normally hidden.) But importantly, the "fake chunks" in the pitcher pump are actual separate objects from the liquid below. I assume the game does this so that liquids "in" pitcher pumps can be found by Dupes, and so that their contents appear in the resource outliner. But the game doesn't disable interactions with the "fake contents" of pitcher pumps, so they can interact with the environment just as if you had a jug of liquid sitting there. Of course, when the pump creates the contents, it creates them at the default temperature, which can be much colder or warmer than the surroundings. Note that as long as the pitcher pump still has access to that particular kind of liquid, it doesn't "recreate" the chunk. It just updates the mass, but leaves the temperature alone. But if the liquid runs out (or the pump disabled) the chunk is deleted. When the liquid is available again the chunk will be recreated at the default temperature. You can create a contraption like the above to do this automatically. Right now, the pumps are all empty, but when the doors close, they force the oil up into the pump's range. The pumps create a bunch of fake chunks at -35 C, which can then cool down the environment. After 20 seconds, the timer lets the doors open, the liquid falls out of pump range, deleting the now warmed fake chunks. Then the hydro sensor starts the cycle again.