• Content Count

  • Joined

  • Last visited

Community Reputation

574 Excellent

1 Follower

About crypticorb

  • Rank
    Senior Member

Recent Profile Visitors

1377 profile views
  1. Desalinators produce a ridiculous amount of heat internally, and gold amalgam is mediocre at radiating heat. Couple that with the fact that most salt water you put through it is already pretty warm, or almost 90C from a geyser, and it will overwhelm the heat radiation capability of the desalinators. This isn't a bug, just a heat problem. Make them steel, or put them in a small puddle of crude oil.
  2. As far as I know, this is normal behavior. Any critter or duplicant can become entombed if a tile or falling sand falls into their occupied tile, though this doesn't hurt hatches if they can unburrow 1 tile up, and shove voles are completely unimpeded. I did have some odd behavior when using layers of tiles to move a massive quantity of water full of fish, and when deconstructing the tiles after the fish flopped out of the deconstructed tiles.
  3. Update: I saw the same bug again, but the texture glitch is obviously from the duplicant operator.
  4. Odd graphical aberration when the shearing station is in use. It only shows up when it is being used, not while idle. There appears to be two pieces of broken texture that overlay on top of the station. The two pieces don't appear to be from the shearing station texture, but I could be mistaken.
  5. Update: I just encountered this bug again, with a huge stack of pacu all piled up in one tile. They have a massive 69x3 pool to swim in, and there are 15+ pacu stacked up in one tile. Saving and reloading caused them to break up, but I noticed something odd. Once I reloaded the save, the pack of paku dispersed, but 8 of them died all at once. I'm wondering if this bug has something to do with the AI when the critter reaches maximum age? Other critters will still wander around for a few seconds even after being zapped to death by dupes. Though this doesn't explain everything, as there were several pacu frys and other pacu of different age in the pileup.
  6. I've noticed this bug with pacu pathing AI, and I noticed some oddities, and a workaround. For some reason when a build is queued where the pacu is pathing to or currently is, they will get stuck in that spot. Sometimes they will get stuck in a spot that a building was just deconstructed as well, even piling up 10+ pacus in a single tile with none of them moving away to eat or wander. A way to force them to move again is to queue a build order where they are stuck. If there's a ladder or something in the way, deconstruct it and queue a new building in that tile and they suddenly all start moving again.
  7. Temporary Solution: For those having issues with the 100 ton stacking bug, a workaround for now is to use a pressure plate that will disable whatever drop-off system you use for stacking the lumber. One example I used this in is a pressure plate just next to my wood burners, with a conveyer rail shutoff that is disabled when the stack reaches 99 tons, shunting the rail line to the next drop-off chute along the line. Not an elegant solution, or a fix for the actual bug, but it could help stop material loss.
  8. This is not accurate, most materials pile up to 25 tons, then split into a new stack. Stacking and deleting used to be a thing for all materials many versions ago, but the 25 ton stack limit/splitting was added, but apparently lumber was overlooked. I haven't yet acquired enough lumber to make a 100 ton stack, but it definitely stacks WELL above 25 tons.
  9. Odd UI data displayed in the info panel for all wild critters, apparently when they are wild, scale growth is a thing, even if they are not dreckos. This applies to pacu, pokeshell, and pips, though I was lacking in critter diversity to check other critter types. Not really important for most anything, but seeing it instantly had me thinking what I could shear from a pacu, and that was a weird train of thought. Pic included.
  10. Maybe pokeshells are duplicants! No idea how that would fit into the lore lol
  11. My first method to solve this is to completely delete and re-download ONI through the steam interface, to ensure that it is not a bad download or corrupted file. Steams checksum system for verifying file integrity is not 100% in my experience. The latest version for ONI is LU-372041, which is visible from the menu screen in the bottom center. If that doesn't work, ensure that your computer meets the minimum specs for ONI, as well as checking for any graphics card or Windows updates.
  12. The artwork for natural tiles of steel were never updated, and are still marked in-game with "Looks like silver, update me". I discovered this while making a nature reserve out of melted steel, and cooling it to form natural tile flooring, because I could, and noticed some odd text in the artwork of the tiles. Image attached, it's odd. Recreated in a debug sandbox because it was easier to show the full text
  13. I feel your pain, but with pathing calculations moving to be multi-threaded, it makes a HUGE difference. Even on the test build on a laptop, it made enough of a difference that I don't feel the need to restrict pathing options. The threshold for when I needed to go out of the way to restrict pathing was about 20fps, but with the same base from before QOLmk2 I'm getting 10-15fps increase on a 500+ cycle base. And that's including the test build logging tools hogging processer time.
  14. What does this mean? Is unlocks the research tree milestones? Or does it have something to with autosaves and mods?
  15. From what I can see, this bug is replicatable, but unpredictable. The sequence of construction to get it to work is as follows: Start with an open area, no previous bridges or buildings. Place a single gas or liquid bridge. Allow dupes to deliver and construct it. Without save/loading, you can now place a second bridge with the output of the first overlapping the input of the second. Connect the bridges at their overlapping points with a single "section" of pipe. The second bridge and first bridge will function normally, with the two bridges functioning normally, and the gas bridges will not interact with the surroundings at all, though the single point of pipe where the bridges connect will thermally interact, as the gasses are "passing through" it. This bug is inconsistent, because if you save/load between building the first bridge and placing the build order for the second, the build order for the second bridge is not allowed. If you attempt to place a third bridge with the output of the third on top of the input of the first, it will cause inconsistencies with gas flow. You cannot overlap a gas/liquid bridge with other structures with inputs or outputs. (Edit: this was also inconsistent. Further testing showed it was possible.) From the forum thread linked above, it seems there was a 50/50 split of people who have been using this for a long while, and those who are just now noticing it. Even following the exact steps I described above, I was still not always able to replicate it with gas or liquid bridges, replicating the bug seems linked to save/loading somehow. Sometimes it will allow placement of bridges at any time, other times you need to quit to desktop and reload to get it to work.