bzgzd

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About bzgzd

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  1. Load on task bar, won't open

    Are you on windows 10 that was recently updated? If yes check or upload output_log.txt If it contains this error: IndexOutOfRangeException: Array index is out of range. at UnityEngine.Display.RecreateDisplayList (System.IntPtr[] nativeDisplay) [0x00000] in <filename unknown>:0 try starting the game while holding shift and check if in opened dialog you can select Monitor or if that list is empty. If monitor (display) list is empty there might be some problem with scaling setting after windows 10 update. Win10 is doing something with display scaling feature so it can run on all kinds of different display resolutions... If you are using DVI, HDMI or DisplayPort connection to monitor you might try to use GPU scaling instead of Display scaling. Perform scaling on: GPU Or "No scaling" mode instead of "Aspect ratio". Right click on desktop and select "Nvidia control panel" or "AMD Radeon Settings" on nvidia cards it is under "Adjust desktop size and position" https://forums.kleientertainment.com/topic/85690-windowes-update-and-now-issues/ https://forums.kleientertainment.com/klei-bug-tracker/oni/black-screen-of-death-on-w10-1709-r8127/ https://steamcommunity.com/discussions/forum/1/1480982971174752598/ This problem is not specific to ONI and you can find some more info also in other games forums.
  2. This can be reproduced by having open doors in vacuum and then save + load and after load close doors.
  3. Seeds are integers 'int' in code. That means max number is 2147483647 = 7FFFFFFF. Looking at your image it seems like you used 748298374893 which is too big and ends as 0. I tried that and got world seed zero and in log this: [ INFO ] Set world to [worlds/Default] C:/Program Files (x86)/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded_Data/StreamingAssets\worldgen/ [ INFO ] Using player defined seed Seeds are [0/0/0/0] But somewhere that large number survived... (at least in output_log.txt) [ INFO ] Set world to [worlds/Default] C:/Program Files (x86)/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded_Data/StreamingAssets\worldgen/ Shader warmup: 80 shaders 204 combinations 0.001s [ INFO ] Custom Settings: ImmuneSystem=Default,Stress=Default,StressBreaks=Default,WorldgenSeed=748298374893, So maybe bug is that it is possible to enter seed number out of range?
  4. I don't have linux and have no idea how it works, but in some parts of the world (like where I live) is as decimal separator used comma like 1,23 instead of 1.23 So it might be the case that some system "string to number" methods expect comma instead of dot in your cases. ONI should be able to deal with it but maybe you can try to temporary change your system to use dots as decimal separators?
  5. Output coolant, until it is pump out (so while still in the machine) is pickable. Duplicants can pick it from machine output (like from storage) and they do it if you have bottle emptier for that liquid somewhere. (probably not intended behavior) Those unclickable bottles appear when duplicant pick as bottle all available output liquid and 0kg is left. (when you have more bottle emptiers or there was less than 200kg in the machine output at the pickup moment) Those bottles have 0kg and are not on the ground "flying" and also debug tool "clear floor" is not clearing them but they should disappear with save + load.
  6. This is follow up for this bug: Can it be further changed so that ReplaceElement to Vacuum is not called when it is Gas or Liquid instead of just check for Gas? Currently liquids (water) are still being deleted by open doors. (I am using automated door system to compress PH2O.)
  7. Known Issues

    "Known issue" Metal Refinery output liquid (coolant) temperature not always calculated correctly.
  8. It is possible to set priorities to deconstruct jobs but duplicants are not considering them and do deconstruct before anything else. Buildings that have their operating priority (like compost for example) are deconstructed in their priority order.
  9. Often temperature of output coolant after refining metal in Metal Refinery is not calculated correctly. On my PC this happens about 20% times. Here in this save are 10 refineries and 10 duplicants making iron. Input is freezing 0C water and buildings are same and bellow 10C. Output water temperature should be 32-33C. (as it is after first refine) Sometimes instead of "averaging" output temperature it is somehow added together with current temperature (even if current mass is 0kg). So if that happens output water is 65+C. (also sometimes it is 0C instead of 32C) If I am "lucky" it can happen 2 times and then output is 98+C and sometimes when it happens 3x water can get to 130C and pipe break. (as at the end of the video) Pit.sav
  10. There was some change related to Popped Eardrums mentioned in "full update list":
  11. I have no idea what is causing this bug but it happens often in my game as well. Problem is it is not easy to reproduce and save+load would fix it so it is hard to report. I made at least some video. In first video Max is idle, not cooking and not delivering mushrooms from fridge to grill. At this moment only he has access to those fridges and to grill but still he is not moving mushrooms from fridge to grill. https://youtu.be/1sT4vtyd7_g In second video (next cycle) I gave access to everyone to that area and still no one was delivering mushrooms to grill. I tried to set fridge priority to 1 and other fridge priority to 9 but no one was picking those mushrooms from prio 1 fridge. Like if content of that fridge was somehow locked or inaccessible... https://youtu.be/AVKKiL5jNLs Only fix I could do (other then save+load) was to drop fridge content on the ground.
  12. I don't "run" doors. They are open. No automation connected to left 3 doors or bottom 10. Just open doors and save + load.
  13. After loading game, everything that is on place where open doors are (mechanized airlock) gets deleted. Immediately after load stuff is there but when unpaused during first second it is changed to vacuum. Save + Load should not change game that much. doors.sav
  14. This small bug is not new and is present also in live version. After loading saved game all bottle emptiers have for short time enabled autobottling. (like if after load first duplicant jobs are assigned and then bottle emptier "no autobottling" setting is set) Here in this cycle 2 save are 3 idle duplicants and bottle emptier with not enabled autobottling. When save is loaded one duplicant gets job to deliver water bottle from pitcher to emptier even it should not happen. Paradise.sav
  15. [Game Update] - 246040

    You had dupes with 50 athletics or was there "level 50" below their name in jobs/vitals/... tables? I think it just displays level 50 while duplicant is in exosuit.