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Klei Bug Tracker

Game Updates

Hot Lava Bug Reporter

Everything posted by Czeraphine

  1. A new problem arose :c The second image shows what my metheus puzzle was reset to. The first one is what my friend had when we did the puzzle. The symbols do not match, and thus making the puzzle completely unsolvable.
  2. Here is my steam profile: and attached is my client_log.txt, though I'm not sure what kind of information you can extrapolate from there about the Metheus puzzle bug (?). client_log.txt
  3. I have the same problem. And, forcing a refresh of the page did not do anything. The pieces are still missing -causing the puzzle to be nearly impossible without massive amounts of guesswork.
  4. Nice! Gas pumps working more like how they're supposed to; Small update, but a great one! Keep up the good work
  5. Not sure if this is a bug or if it's intended, but whenever my dupe is on a massage table and it's time to sleep, they stay on the massage table instead. Additionally, dupes seem to never be rid of "interupted sleeping" debuff
  6. The carbon dioxide on the center right have stuck together since Cycle 30 or so, and have been accumulating on the side instead of diffusing evenly across the surface of the water.
  7. My dupe just happened to throw up into my main water source, and this happened. The contaminated water does not mix properly with the water. It neither spreads nor stays at equilibrium height with the water. It acts as it's own entity separate from water.
  8. I just realized it with the random suffocation notice. It's so random.
  9. In the picture shown, my Dupe is shown to be idle and is pacing back and forth when she's right on top of the job I ask her to do.
  10. Hello there! I made a small function that drops in place whatever item was held at the time. It would be useful for organising your base a little bit and not making it look like such a clutter (personally, I kind of just drop things approximately where I want them, and it looks like a mess over time). I was wondering how I can implement this so that if I decided to drop a stack, it wouldn't drop a whole stack but individual items from that stack much like ctrl + right click drop. Below is the code: local function Drop() if GLOBAL.ThePlayer.replica.inventory:GetActiveItem() then GLOBAL.ThePlayer.replica.inventory:DropItemFromInvTile(GLOBAL.ThePlayer.replica.inventory:GetActiveItem(), false) end end GLOBAL.TheInput:AddKeyDownHandler(KEY_#, Drop)