Heinermann

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About Heinermann

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  1. Critter tooltips have quantities attached

    I think that's a general issue even with different things, I agree they should come up with a solution for it.
  2. Critter tooltips have quantities attached

    I disagree with this assessment because critters are always different individual objects, and also because it would break my mod (renaming critters).
  3. Very minor detail, but when you hover over a critter in the world, it has the critter type but also a quantity unit i.e. "Hatch x 1", even though critters are not stackable quantities. My expectation would be that it shows "Hatch", not "Hatch x 1".
  4. The UI locks up (can't scroll around) if you set a duplicant name to an empty string. When this happens you are unable to click the rename button again, and you are unable to scroll or zoom the screen even if you deselect the duplicant. The workaround is to deselect the duplicant, reselect it, and then click the rename button again and press enter to finally restore functionality. This is probably because the coroutine "PostOnEndEditRoutine" and OnNameChanged callback is not called when the string is empty.
  5. The button to edit the name of a storage bin has the tooltip "Give this Duplicant a new name". Since it is not a Duplicant, the tooltip doesn't make much sense in this case.
  6. I've observed Pips try grabbing seeds from storage bins, and I ended up with this issue as well.
  7. Context Making a mod that causes items to float in liquid. Just thought you could use a heads up on this logic error. Note: Just want to be extra clear that this is a bug with the vanilla game, not a mod. Bug It's very minor but potentially difficult to find. The issue is with Grid.IsVisiblyInLiquid - at least in the disassembly, we have this snippet if the cell above is not a liquid: float num2 = Mass[num]; float num3 = (float)(int)pos.y - pos.y; if (num2 / 1000f <= num3) { return true; } The problem is when taking the precision out of pos, we're left with a negative number, so this condition becomes impossible to fulfill. I think the purpose of this was to check how much of a fraction the mass of the tile was liquid, and return true if it is below that fraction. Illustration: pos.y = 58.918 (float)(int)pos.y - pos.y = (float)(int)58.918 - 58.918 = 58 - 58.918 = -0.918 Sample values logged through a copy of this function in gravity simulation: y: 178.823, num3: -0.823 y: 173.825, num3: -0.825 y: 173.930, num3: -0.930 y: 173.884, num3: -0.884 y: 173.885, num3: -0.885 y: 230.935, num3: -0.935 y: 173.824, num3: -0.824 y: 58.918, num3: -0.918 Fix I believe the ideal logic would be float num3 = pos.y - Mathf.Floor(pos.y); EDIT: After testing, the comparison should be negated, it should be greater than, not less than or equals, since we want to see if the quantity of water is greater than the position we're checking.
  8. QoL3 string issues

    In that context it looks like the word should have been "nasty", not "nest".
  9. There's an issue where not all data files under the worldgen directory are supported. I'm able to load mobs.yaml and worlds, but not the custom subworlds, noise, biomes, poi, or features. It all works fine when I paste it in StreamingAssets (where I was developing it originally). The directory structure in the mods folder is: ├───local │ └───ExtendedWorld │ │ mod.yaml │ │ │ ├───templates │ │ ├───features │ │ │ feature_dump_battery.yaml │ │ │ feature_dump_compactor.yaml │ │ │ feature_dump_compost.yaml │ │ │ feature_dump_couch.yaml │ │ │ feature_dump_outhouse.yaml │ │ │ feature_dump_petrol_can.yaml │ │ │ feature_dump_plastic_bundle.yaml │ │ │ feature_dump_poisoned_field_ration.yaml │ │ │ feature_dump_poisoned_fruit_cake.yaml │ │ │ feature_dump_water_bottle.yaml │ │ │ │ │ └───poi │ │ poi_dump_filthy_water_geyser.yaml │ │ │ └───worldgen │ │ mobs.yaml │ │ │ ├───biomes │ │ Dump.yaml │ │ Lake.yaml │ │ Structure.yaml │ │ │ ├───noise │ │ DumpWorld.yaml │ │ Lake.yaml │ │ Structure.yaml │ │ │ ├───subworlds │ │ Dump.yaml │ │ Lake.yaml │ │ Structure.yaml │ │ │ └───worlds │ DefaultExtended.yaml
  10. That topic got pushed down quite far, didn't notice, thanks.
  11. Here are the possible packages as of this posting (will probably change in future updates) Cycle 0 - Sandstone, 1000 kg - Dirt, 500 kg - Algae, 500 kg - Oxylite, 100 kg - Water, 2000 kg - Sand, 3000 kg - Coal, 3000 kg - Fertilizer, 3000 kg - Briar Seed, 3 - Mirth Leaf Seed, 3 - Joya Seed, 3 - Fungal Spore, 1 - Blossom Seed, 2 - Nutrient Bar, 5 - Muckroot, 6 - Shine Nymph, 1 - Hatchling, 1 - Puftlet, 1 - Shine Nymph Egg, 3 - Hatchling Egg, 3 - Puftlet Egg, 3 - Vitamin Chews, 3 - Snazzy Suit, 1 Cycle 6 - Omelette, 3 Cycle 12 - Ice, 4000 kg - Copper Ore, 2000 kg, (discovered) - Gold Amalgam, 2000 kg, (discovered) - Bristle Berry, 3 - Larva Egg, 3 Cycle 24 - Copper, 400 kg, (discovered) - Iron, 400 kg, (discovered) - Wort Seed, 1 - Fried Mushroom, 3 - Drecklet, 1 - Pacu, 8 - Shove Vole Egg, 3 - Drecklet Egg, 3 Cycle 48 - Lime, 150 kg, (discovered) - Plastic, 500 kg, (discovered) - Glass, 200 kg, (discovered) - Steel, 100 kg, (discovered) - Barbeque, 3 - Vole Pup, 1 - Slickster Larva, 1
  12. [Game Update] - 265092

    Before this patch I never noticed any invisible dupes, now they are almost always invisible.
  13. In New Beta Have cursor issue

    I also have this issue. Immediately noticeable when I begin the game. Graphics Options: Fullscreen Resolution: 2048 x 1152 @ 59Hz UI Scale: 100% This is on a 4k monitor (Win10_64). I'm not sure if it's using NVidia or Intel for graphics, but let me know if follow-up is needed.
  14. This is unintuitive behaviour and a perceived bug. I hope this issue is revisited.
  15. Animals vanish through airlocks

    I lost a Puft to this. I was trying to trap it but still have access to the Slime without having to make a U-bend water tunnel and apparently it can open doors on its own. The door closed on top of it and it died. RIP Jerry. :'(