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Klei Bug Tracker

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Everything posted by Profitz

  1. Won’t argue about clean to polluted conversion never test it directly probably was fooled by visual representation seen when liquids come in contact but on second I don’t agree if you put some small amount of polluted water into the enclosed room with cleen oxygen you will see that amount of p.water decreases with each pocket of p.oxygen it creates.
  2. As I see it: Geyser spawns clean water -> clean water become polluted because of contact with large body of polluted water geyser submerged in -> then polluted water converts its mass to polluted oxygen -> water pressure on geyser tile drops -> back to step one. Tried to recreate what’s on your screenshot - you right, its weird
  3. Looks like that liquid to gas conversion do not affected by pressure is intended. At least on current stage.
  4. CO consumption value on a tooltip and info pane constantly increasing until you load. Tooltip shows some consumption rate (sometimes unrealistic) but actual amount of CO stays the same. It does not consume CO just pressurize it into corners. Edit: Double-checked. It was a tooltip bug. Terrarium actually consumes CO but the number so small (~170g/cycle) that it hard to see the difference then there is large amount of CO in a tile.
  5. Welcome to beta branch of pre-early access alpha build…
  6. Sound like fog of war. When you reveal map with backspace it show tiles but not entities.
  7. Probably temporary solution for hatch population drowning after first game load bug. Because it’s not fixed yet.
  8. Try to click on “briar seed” in the resource list and if the game focus on its location and seed exists check for any pathfindg problem between seed location and vase if game cant show you location then its just UI bug there is no seed. Same here.
  9. Probably pathfinding problem (closed doors, fallen sand, water reservoirs, e.t.c). Make sure your dupes can reach this storage compactor. If there is no route for your dupes to resource game interface and building menus don’t take them into account.
  10. Sadly, it didn’t work as supposed. I have this problem with both Ration Boxes and Fridges. I don’t know about any other containers eligible for food. I didn’t see duplicants eating ingredients which already stored inside cooking stations, If that’s what you mean. It looks like that priority only affect witch container will be used for storage, but not affect which one will be used to take food from. So only workaround I find is to put your fridges in dead-end and use closest to entrance fridge for the end meals and next one for ingredients. But at this point I stop wasting water on food preparation and feed my dupes with raw meal lice so I don’t play a lot with this setup.
  11. There is no problem with deconstruction. Usually I don’t change layer just choosing deconstruction tool and select particular type of plumbing\wires. The problem is that I dont get resources back after successful deconstruction. They are stuck inside tile.
  12. Puffs and hatches spawned in limited amount during world generation. There is no in-game way to spawn some additional creatures as far as I know. Puffs spawn in small numbers in outer biomes so you rarely can see one from the start you have to search for them. But you hutches probably dead due to a bag – drowned after your first game load. Hatches die during first cycle.
  13. Another masterpiece of my proofing tools
  14. Personally I consider it a bug and reported it before. The problem is that water in pipes stop as soon as you disconnected source node even if it still has a valid path to destination nodes. Workaround is – disable pump first -> let all the water in pipes reach destination -> deconstruct unwanted fragment.
  15. There is problem with pathfinding in\under water in current version. Probably it. Check “show navigation” tool in dupe info pane. It will show which areas they considering accessible. Sometimes you can manually save dupes stuck like this by sanding them with “move to” to the edge of their accessible area and from there they can move on their own.
  16. I saw this bug few times. In my case, it was related to adjusted airlock. Workaround was to deconstruct door and the build it again by rotating it 2 more times before placement.
  17. Unpause and let game run for a few seconds - you get all back.
  18. Get it. Thanks Report can be closed I guess.
  19. Make sure coal generator have some fuel inside and working. Its known bug then dupes do not bring coal to generator and its idling.
  20. I think this bug tied to how building internal contents handled. When pump send last bits of its content into a pipe the information about this resource should be completely removed from pump data but instead its just set to zero which leads to appearance of this annoying zero mass bottles during deconstruction. Temporary workaround is save/load before deconstruction
  21. I see 3 empty tiles above ceiling so my guess it happened when the piece of sand fall down on the node when you build the ceiling an entombed it. Later your removed the sand and shower start working again but red notification icon and red tooltip string stuck there forever. It happens to me all the time but its cosmetic ui problem. Most notorious one is one with air vent overepressurised status icon. If pressure reach it maximum value at any given time the icon appears and stay when pressure drops. It don’t even have to be entombed to provoke this bug.
  22. Fertilizer tiles can sustain high water pressure (probably not affected at all) while being softest material.
  23. Probably intended, but lead to situations where player have to disable source and wait while all bits reach their destinations before deconstructing unwanted building\pipe fragments or resources will stuck in pipes. It will be more convenient if this bits will continue moving while destination node “pumping”.