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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.
       

Shurlan

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Everything posted by Shurlan

  1. I think it might extend to any liquid/gas that is in a pipe system.
  2. Wonky Thermal Conductivity of Pipes

    Was that an official change or did it just happen? I can't find the change note regarding this (looked rocketry and up). It seems like they botched stuff to get the heat transfer rates they want. Since real life concepts are used but they have to balance a game they resort to averaging thermal conductivity, which is just silly (in real life that is). If area of objects and average thickness would be introduced they could turn to hearts content, without losing real life similarity. Anyway, I'm rambling. Thanks for the information. Since Insulation is an Insulator the bug still stands.
  3. Pipes and their contents behave differently from what one would expect by looking at the thermal conductivity of the material of the pipe. Example: One 10kg package of crude oil 100°K hotter than the pipe through a pipe segment of a certain material 10 times. Pipe out of insulation recieves 56840DTU Pipe out of sandstone recieves 133280DTU (~2.3 times) However their thermal conductivity is vastly different 0.000... vs 2.9 (Crude oil having 2) SANDBOX.sav
  4. dead lock when using jetpacks

    I had a similar problem with an exosuit checkpoint with only one suit. Two wrangled dreckos were to be delivered through said checkpoint and in about four, five attempts they were dropped on the floor (and thereby released) shortly after being picked up. I thought it might be due to an other dupe "reserving" the only suit while the one with the drecko was on the way, so that might be related. Edit: The suit was not in use between the time of the drecko being picked up and dropped.
  5. Wonky Thermal Conductivity of Pipes

    I don't know what you mean with "marked as insulated". The pipe I'm talking about is a normal one and not an insulated pipe. The material "Insulation" in-game shows the property insulator, which as far as I understand just remarks that it has low thermal conductivity and has no further impact. There should be no averaging of thermal conductivity. If this is what the game does I might as well change the title to "game averages thermal conductivity". Furthermore in-game tooltips say that heat transfer between two objects is limited by the smaller thermal conductivity.
  6. It seems most buildable structures act as if they have a fith of their heat capacity as one would calculate using the property tab. This includes pipes and vents but excludes tiles. Therefore buildings overheat faster and the heat exchange between pipes/vents and their content behaves differently than expected.
  7. [Game Update] - 326830

    Rejoice, we can do away with the should. Time to build that rocket refueling station.
  8. Similar to the previous bug report three consecutive buffers at 200s still don't result in a 600s delay, however the timing changed. speed: percentage of cycle passed normal: 75% to 76% medium: 61% to 62% fast: 49% to 50% debug speed: 6% to 7%
  9. A second in a Buffer/Filter is shorter than a second in the rest of the simulation. Worse yet, the difference gets more pronounced the faster the game speed is set. Assuming a cycle is 600s, then 600s of automation on the noted game speed are in the following ranges: Normal: 570s-564s (95%-94%) Fast: 534s-538s (89%-88%) Fastest: 504s-498s (84%-83%) Setup: On top of that is the ratio not consistent. Given on-off cycles of "automation-precision", the throughput of a liquid valve fluctuates by a "liquid grid tick". Out of ten (10s pulse): Normal: 2* 100kg, 8* 90kg Fastest: 3* 90kg, 7* 80kg Out of ten (20s pulse): Normal: 7* 190kg, 3* 180kg Fastest: 4* 170kg, 6* 160kg Regardless of game speed they should all be the same. This makes the whole system useless for anything intricate. (I thought about it and them all being the same is not necessary, since the pulse length is not an exact multiple of "liquid grid ticks". BUT the throughput does not seem to be periodic either.) Setup: Upload.sav
  10. The configuration of pipes on the left site merges two consecutive packages into one and leaving one space between each package. Setting the left valve to following values has the described effect: <=500g/s: The packages are merged and one space is left between the next merged package. >500g/s: The packages are merged and one space is left between the next merged package. The gas that could not be merged due to volume > 1000g stays behind decreasing the flow rate. Edge case 1000g/s: packages are spaced one apart effectively halving the flow rate. In the save the valve is set to 309.9g/s and the effect can immediately be observed upon unpausing. Pipe Stopped.sav
  11. Temperature of hydrogen/gasses in pipes resets. Resulting in exploited cooling/heating and preventing legitimate setups from working. I set up a loop, as shown in the attached picture, and let it run for a while on speed 3. (not debug speed in case that matters) The hydrogen warms up to about -170°C but periodically resets to the initial -171.6°C, which it has on loading the game. However heat is exchanged: The temperature of the water is Beginning of cycle 3: 97.3°C Beginning of cycle 4: 97.0°C Beginning of cycle 5: 96.7°C Pipe Temp Test Cycle 3.sav Pipe Temp Test Cycle 4.sav Pipe Temp Test Cycle 5.sav
  12. I had a similar issue once. One Sandstone Tile Floor even getting pressure damage from 1010-1015kg water. It couldn't have been more since the tank would overflow after that. After repairing and adding a second floor beneath, the same tile got damaged from over pressure after some time passed.
  13. You are indeed correct. After spawning in dupes for vision I can see what I thought was missing. Now I wonder why I had no problem with this before the update?
  14. I generated 5 worlds and looked at them with the developer tool. (3 after updating and 2 after reinstalling) For everything but the starting area no entities are generated, with which I mean: morbs, pufts, steam geysers, the new plant (wheeze-wort or similar) and other stuff i might not remember. But at least one world had a void (not in the starting area). No Entities.sav WorldGenDataSave.dat
  15. Dups Ignoring Action

    @coyfox320, @Pancakie Does reloading the game fix it? If not, uploading a save file could be helpful.