bzgzd

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Everything posted by bzgzd

  1. Duplicants with trait Gourmet can't have interest in cooking. On other hand "No Taste" duplicant can have cooking interest. Probably that "Cooking" requiredNonPositiveAptitudes should go under "SimpleTastes" trait instead of "Foodie" trait.
  2. Maybe it is worth mentioning that this behavior was in the game in 2017 when it was changed after reported as bug: But then somehow at some point it came back.
  3. Unrefrigerated Food Bug

    His food is in the fridge (or ration box). As many people do it - have fridges not powered but in sterile atmosphere. When that sterile atmosphere is broken and food is bellow 75% game warns you with this message that has also tooltip "food items are stored but not refrigerated". But instead of targeting that fridge or ration box with bellow 75% food that is still going bad it just opens build menu.
  4. yes I just thought about that
  5. I like that now there is no battery needed between large transformer and 1.2kW consumer like refinery or aquatuner because it was just confusing. But it would be nice to have 2kW transformer now for 2kW wire when they can work as overload protection. Transformer would take care of some rare cases when too many sweepers would like to work at the same time or it could delay some exosuit docks a bit... I have too many 120W stuff that works just few seconds a day. Edit: or maybe putting 2x 1kW transformer on conductive wire might do it...
  6. Seems similar to when shove voles are outputting regolith and there is no room it can go quite high even through walls. And also doors have some specialties like they can "transport" solid chunks of materials through walls.
  7. It is not important what doors or airlocks you use to enter vacuum areas. This is about doors that are bellow vacuum and between two not vacuum areas. I tried it properly now and it is actually fairly easy to reproduce. I did it about 4 times in a row within half cycle with this setup: I let dupe run few times from left to right and back with 2+ kg oxygen everywhere except that vacuum.
  8. I could not reproduce it, but maybe there is something when dupe exhales inside doors? Looking at picture in that bug report, amount of CO2 that compromised enclosed vacuum area seems to be 20g which is one dupe output.
  9. "Auto-Sweepers outperformed dupes for cycles: {0} / {1}" Is not filled with correct first number. DupesVsSolidTransferArmFetch method Success() checks last 5 cycles going from oldest (-5) to latest cycle (-1), counts max. number of consecutive successful cycles but updates currentCycleCount only when it finds failed cycle. If someone has last 4 cycles successful progress displays 0/5. Also it should display currently active progress for that achievement, so if last cycle was not successful it should be 0/5 regardless what happened 5 cycles ago so check should go from (-1) to (-5), stop on first failed and update currentCycleCount.
  10. I have them also all green but I didn't tame all critter types at all so it seems bug is with that checkboxes progress. But when starting new game they are correctly all unchecked...
  11. Auto Sweeper

    Meat from hatch has 2000g which is 3200 kcal.
  12. I tried your save and problem is that when I loaded it, it showed you have 48 dupes alive. But 4 of them are actually dead and stuck behind some objects. Two are behind trees, one body is behind water sieve and one behind wash basin. Click on dupe names under "vitals" list and where you don't see "Move To" button, those 4 are dead but didn't die properly. First two and last two if I remember correctly. Uproot those two trees and deconstruct sieve and basin with yellow alert so it is done before new day and duplicant count should drop to 44. After that I could run your save to cycle 1552+. So maybe some bug when dupe dies while working on something...
  13. There are some dupes with gender M, some with F but those with X are suspicious here.
  14. Lumber disappears after 100 ton stacking

    This also makes warning in output_log.txt: "{0} is getting an abnormal mass set {1}." I believe setting maxStackSize to something other than float.Max also for EntitySplitter, similar to ElementSplitterComponents 25t might be the solution as CanFirstAbsorbSecond() will then return false. EntitySplitter.maxStackSize = 3.40282347E+38f; ElementSplitterComponents.MAX_STACK_SIZE = 25000f; PrimaryElement.MAX_MASS = 100000f;
  15. I think that buried glass issue happen when glass jumps to the side instead of to the top and then neighboring tile glass drop makes it buried. So probably doing every second tile first and then after it cools down the rest would be the safest way. But in reality in my actual base I am still bellow 100 cycle so my dupes have low salaries and I did it with manual labor like this: I got hot rock from a bit of magma changed to solid and then mixed it in storage with not so hot rock to get 150-200C.
  16. I would be OK with double cooking algae -> dirt -> sand and have also sand natural tiles in some nice pattern like here when I set valve to 5kg so only 5 vents where used: But ONI is a bit random and doing same thing again gives different results and also there are big differences depending on game speed.
  17. Why only 4? Make 25 it should be enough heat... Wait... WTF Sand!
  18. But with this bug there is nothing to cool down.
  19. 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
  20. 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.
  21. 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.
  22. Crash with door automation

    This can be reproduced by having open doors in vacuum and then save + load and after load close doors.
  23. Custom worldgen seeds turn into 0

    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?
  24. [Linux] Block on word generation

    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?
  25. 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.