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Found 70 results

  1. Hello everyone, I got a problem with passing through doors. Issue is that if the doors are open I cannot go through them. I need to close them and open again to make it possible to go through. Another players in the same server do not have that issue. I have it on every server that I joined. I uninstalled the game and installed again - didn't help. I'm begging for help.
  2. So, I was messing around with some modding commands, and I encountered this weird scenario. When the player is trying to deploy something ( let's say, they have 20 stone walls - prefab wall_stone_item - and they are trying to deploy them ), they will click a stack, and then right click to deploy. That means, a stack of for example 20 is selected. Now, if you drop the player's inventory while this is happening, only 1 instance of that particular item will be dropped. Here's some code to reproduce: local global_ActionDeploy = _G.ACTIONS.DEPLOY.fn _G.ACTIONS.DEPLOY.fn = function(act) act.doer.components.inventory:DropEverything() return global_ActionDeploy(act) end Try putting this into a mod, select a stack of walls and deploy one. Only one wall item will be dropped. But, if you distribute that stack in your inventory ( let's say, you put 1 wall item in each inventory slot ) and then select "one" and deploy, the command will drop all the items. It seems to be some to do with the selection of the items. So, is this expected behavior? Because due to the method's name ( DropEverything() ) I was expecting it to drop all of the inventory.
  3. When I finally gathered enough liquid hydrogen to send my top-scientist off to temporal tear, after reading the lore "A colony's hope" I was nearly in tears myself. It is supposed to be a one way trip but the rocket frame was left there and I guessed it may serve as a monument of this mission. But, after more than 50 cycles, the rocket landed back and destroyed the bunker gate and gantries LOL. I never made automation for it as I thought it is one way (specifically said in the achievement and lore). Imagine the face of these dupes when they see the astronaut. Well, I guess it is kind of black humor, or unfinished develpment by Klei.
  4. Since it is rather non-obvious what the "Lit Workplace" buff affects (and because I think I probably helped spread some false information in that regard), I did some testing today. The good news: Light does appear to have an effect on duplicant food! The bad news: That effect is a molecular decimation (or thereabouts) that leaves your duplicants hungrier! Let me explain: I set up 4 "experiment cells" with the following properties: - Lamp (Rowan) - Lamp + Mess Table (Nails) - Mess Table (Nikola) - Empty Control Cell (Jean) Using sandbox mode, I spawned in the above duplicants, and they all had identical calorie counts. Since they were in a small, climate-controlled room, there is nothing to spend excess calories on, and so they should remain at the same calorie count if they are fed the same items. Each duplicant was given a single Mushbar (again, sandbox mode spawned), which should have added an equivalent 800 calories. And yet, now you see how the light has done it's evil work -- Nails and Rowan both are hungrier than their peers. (With Nails having sacrificed an additional 10 kcal to feed the dining table - something the canny Nikola avoided due to not using his dining table (despite it being assigned -- an unrelated bug, presumably). So a word of warning - keep your great halls dark, lest you needlessly waste food as your dupes grow hungrier! The Quarantined Acropolis.sav
  5. Play it about 2 times, went out and back in, played one more round, still looks like this: '
  6. A new breed of hatch was born in my base: The Ghost Hatchling. This new breed makes you look for it for a few minutes, use the room overlay for number of critters, count all the hatchs one by one, check all the conveors, rails, the critter sensor and the critter drop-off many times. Its mischievous behavior of staying in another dimension, only visible on some overlays, will make you entertained for a while.
  7. Sooo i updated my game and it broke a cosmetic for wortox. Specifically his forest fawn haunches are different visually from his set. I want his floofy little tail back
  8. I decided to jump off my pc for a while and put about 600 days into an offline dst world on ps4. I finally got prepped to start using bearger to farm logs and.. well he's not. Is this the price I pay for playing on console? I literally left playstation for trying to force me to pay to play my old games purchased on ps3. Now in dst I can't use a mouse/keyboard, console or farm with bearger even in offline mode? Is there any reasoning behind this?
  9. Hello, I'm finding manual sweeping errands(and sweeping in general) in the game quite frustrating. I've done some experimenting and I've come to the following understanding. Please let me know if I've got the function all wrong: Problem: According to the game tooltips, Sweeping falls under two errands, TIDYING and SUPPLYING(already here it's starting to cause a headache). In fact, I think it's a hidden priority under STORING as well. Because you see if you have a dupe set to TIDYING only, it will actually ignore all sweep commands UNLESS you have SUPPLYING and/or STORING enabled in the priority screen for that dupe as well. Because you see a duplicant can't tidy something up unless it can store/supply as well it seems. Yes, this is somewhat logical, but from a gameplay perspective, it's unintuitive. Solution and Suggestion: Sweeping should be under one thing only: TIDYING. And the act of Storing the swept-up materials should be BAKED INTO the Sweep job. So if I set a manual sweeping job on the ground, the dupe with TIDYING errand enabled will sweep this up AND store it automatically in a container. Same for bottles: sweep it up and bring it to a bottle emptier. A sweep job should NOT consider if a dupe has STORING/SUPPLYING in their job priorities. Again, it should be BAKED INTO the sweep job from the get-go. Now you might think "but what about the STORING of stuff lying on the ground then?". Well, you could add the ability to set priorities with the priority tool directly on debris lying on the ground. Yes, that would add a ton of numbers on the screen when you have the priority tool open. But I'd rather have that, than the current state of sweeping. STORING is now seemingly happening either automatically(dependent on dupe's storing priorities AND storage bin priorities) or through manual sweeping jobs. And you know what I think about the latter. One solution might be to remove STORING from Errand Types in the game and instead add the sub-errand "Storing" under the TIDYING errand type instead. Because right now, according to the STORING in-game tooltip you only have "Delivering" and "Store Materials". "Delivering" would fall under SUPPLYING(which is seemingly already happening in-game), and "Store Materials" would fall under TIDYING. So from this point of view having STORING as a separate errand type does not make sense. I think this might be a viable solution. However, I might not have covered all grounds here and overlooked something making this not doable/unpractical from a game developer perspective. BTW, manual Mopping works perfectly as the guys with TIDYING just leaves the bottles on the ground. But if I put a Sweep job on those bottles? That's a whole another matter BUG Also, there seems to be a bug in the "errands" tab on debris lying on the ground, making it very hard to troubleshoot: If you put a sweeping job on a bunch of Sandstone on the ground it will NOT show anything under the "errands" tab on the Sandstone. So we cannot see if someone is coming to sweep it or not. You have to manually click through your dupes and see if anyone is on their way to the point of the sweep job. And if you do find a dupe that's on their way it won't show up as Sweeping on their "To-do list". It will show up as "Storing Sandstone", and not "Sweeping Sandstone" as it in my humble opinion it should. This makes it very hard to find out what's wrong. I will post this in the Bug-Tracker forums as well. I'm not a game designer AND I get that it is complicated to create a game like this, but I think this one deserves a bit of an overhaul. And again I might be missing something, making my so-called solution undoable. If so please leave a comment. Regards, Nico
  10. accidentally it turned out that the pump was flooded in a similar way. Now it constantly consumes energy, constantly has an animation of work, but does not pump anything save file with the bug for developers. It is still work after restart game Злополучная Бригада.sav
  11. Have you ever found yourself needing to get off the game, but wanting to print your next care package before leaving? If so, beware. You might get an extra. See bug reports 1 and 2 for more details I was unable to find any other references to this issue anywhere in the forums, and I don't think it has been discussed in the general forum yet. I really like the spoiler given by @oconzer in the second bug report. The bug comes into play if you save the game after the care package has delivered its item, but before the care package has disappeared from the world. Just reload your game and the care package animation resets. From what I have observed, this is infinitely repeatable (brings a whole new meaning to save scumming). Maybe this public service announcement will get this bug a little more attention. The conveyor heat transfer bug is more annoying than this, but I got hit by this bug today on accident. I got 6 shove vole eggs instead of 3 by accident, and then decided to see how bad it could get (stopped at 42). I then tried to duplicate dupes, to no avail, hoping to solve the "missing dupe" issue. It still might be the same issue, if you use the printing pod right before a new cycle and do a save/load (gotta test this still). At least I now know why one game I got 1000 kg of plastic instead of 500kg (after having my first glossy drop a tiny bit).
  12. So that's how my game looks like i've played Don't Starve before on the same computer a while ago, but now that i bought all the dlc's and tried to play for the first time, my game looks like this... i already tried to put mipmap in high quality but didn't work DxDiag.txt
  13. Thought this was pretty funny actually. I was prepping my rocket to go but forgot to clear out the top layer of bunker tiles. It appears with a blocked path, the rocket tried to take off anyway and the steam engine blew up. Whoops.
  14. Hello! Recently I updated my mod (Show Me), and now it cause crash for some players. It's strange because logs says that it is different mod. https://pastebin.com/fhNN59QR https://pastebin.com/ykPLeF5g https://pastebin.com/MZDR2Tpa I'm trying to figure out what's going on and how my mod affect another mod. When I test both, all is fine for me, so I can't reproduce the crash. But people keep sending me crash reports. I even tried to use all mods (mostly client mods) that they have, but without crash.
  15. Duplicates continue to refuel the solid oxidizer tank, even when it is full. Duplicates continuously carry 20-25 milligrams of oxylite into it. Moreover, they continue to throw this oxylite into the platform from the rocket, when it has long flown away. Am I the only one having such a problem?
  16. hi guys i noticed in 3 playthrougs that extra nightmares start to appear after some world hoppings to shipwrecked and rog when playing as wendy, also sometimes extra abigails spawn and all die if 1 die " the flower works normally dropping into the ground no probs there". i lost a megabase to nightmare infestation, normally they are max 2 into non ruins areas right? i will take a print right now and show you guys i have like 5 following me now and sometimes they even "flicker" close to dying and respawn.
  17. Where is Ruby standing? https://imgur.com/2jWTFWW
  18. FYI Devs While playing yesterday, I was hit with this error message. I was just walking and hunting butterflies.
  19. What happens when liquid chlorine gets in contact with abyssalite under the just right circumstances? Both have extremely low heat conductivity, so no change should occur. Right? Except one! similarly as with insulation "flaking", "burping" - liquid's phase change (PCh) occurs under the right circumstances: heat source temperature is above PCh temp target's mass is larger than 5kg enough energy in the heat source to stay in the same phase and temp remains above target's PCh temp compared to solid's PCh, where only gas can be the heat source, liquid's PCh can be triggered by source in any phase. it's possible to displace the target/source as we need room for newly created material* *if the displacement rule is omitted, flaked liquid is lost (cause it's created as a liquid drop + one element rule); source looses way more energy(bug or calculation optimization ?) with getting PCh in the opposite direction ( gas->liquid, liquid->solid ) might somebody else have a better luck knowing this, we can either force the PCh to occur, or plan our builds to avoid it: rapid boiling / heat pipes primitive early game petroleum cooker pump made from basic ores pumping hot gases better liquefaction builds(LOX, LH2, LSG, ...): when avoiding PCh, better efficiencies can be reached, because sometimes PCh in terms of energy bugs out and the system (gas and liquid) as a whole GAINS energy :-/, which means more work for AT getting tungsten from abbysalite using Abyssolator™ debug tools are the limit, go find more and sometimes you just get the bugged out result the only initial difference was the amount of the steam, yet 20kg steam is colder than 10kg steam, and yet both tungsten blobs have the same weight and temp
  20. I've recently seen designs pop up on discord and the forums revolving around duplicants and/or sweepers accessing resources diagonally through walls. Most commonly, this has been for kitchen/great hall builds. However, I just recently saw a build which utilizes steam turbines to cool the output of a metal volcano, with a sweeper being able to diagonally access the cooled metal. This allowed the entire setup to be sealed in insulated tiles. Seeing these builds had me wonder if diagonal access itself should be considered a bug/exploit and fixed? I think builds like these are very interesting from a design and use of mechanics standpoint. However, I do slightly wonder if they may make things too trivial? Figured I'd reach out to the community here and see what others think. Edit: Attaching some pictures as examples. I snagged these off discord and/or other posts, so credit goes to their individual creators.
  21. Is it Intended r just a bug?? '-' WTF
  22. Well, with liquid duplication gone, I can now confirm that the metal cannon and liquid duplication are NOT the same bug. \ Behold, the Metal Printing Press, powered by dupes who refine steel, and a snapshot of a single printing. The metal refinery uses liquid steel as the coolant. The window tile below the metal refinery connects a tiny blob of petro (above the tile) to the coolant pool below the refinery, keeping the refinery nice and chill. The liquid in the refinery itself does not interact with this petro (as it reacts with the central tile under the refinery). You can use this printing press to secure tons of Tungsten. The automation is setup using edge detectors and clocks (I wanted to have some fun playing with edge detectors for the first time). The doors open/close 20 times a day, allowing for a maximum of 20 prints of 400kg of three types of metal. All doors are wolframite, except for the bottom door of each layer, which you can choose based on your printing desires. For the top door, the best choice is Thermium, as upon melting, you get both Tungsten and Niobium. The middle door is iron. The bottom door is gold, copper, or aluminum. I picked gold. The temp sensor under the liquid storage is set to 2850C. It should never reach this, but better safe than sorry, as I don't want all the wolframite to melt. The liquid feed into the metal refinery has a thermosensor set to 3100C which controls the shutoff. This prevents the steel from getting too hot. Once this thing is primed, you only need about 2 runs of steel a day to keep it going. Not much (someone else can do the computation for needed lime from eggshells). Side note: occasionally the doors fully melt (happens when the automation wire inside them gets too hot - most likely). When this happens, You go in, dig out any solidified tiles, and build a new door (and then wait a bit for the printing to resume as the door must reach full temp again). I have not been able to track down the full reason to prevent this from happening. To get this fully working in survival, just add some ladders for access. You can adjust the bottom area in any way you want to capture 1000Cish metal. Use it to power a turbine or two, or just use it hot and rebuild stuff at 45C. Here are some other screen shots. Whether this one gets fixed or not is not top priority. It's probably not going to affect new players, or most veterans, in any significant way. Though, here is a fun recent reddit post that got one newbie quite surprised. The post above is, I believe, directly connected to this problem, and it does impact newbies who decide to deconstruct their doors.... I haven't encountered it much, because once I put up a door, I almost never have a reason to deconstruct it. Happy tinkering all. I'm off to find some more shenanigans in the most recent builds. Here is the save file, if you want to open it and play. MetalPrintingPress.sav And here is one of many bug reports on this.
  23. I was playing "Invisible, Inc." 15.07.2019 via Steam (current version) with DLC. My character Prisma (from archive / with ability to become a guard) was standing at neighboring cell with camera-dron in guard form. Camera-dron should have been hacked in next turn by "Parasite v1.0". Dron was looking for my characters and started scaning in the start of enemy turn. Its scaning should break Prisma's gaurd form but the game lagged and dron started scaning endlessly (scaning was repeated endlessly).
  24. I've just started a new run on the Lava Asteroid and deliberately choose °miscalculated printingpod" as world's trait. After a couple of cycles i've found that i've been spawned almost on the top of the asteroid (which is expected from the world's trait) BUT i am seeing gravitas facility have been spawned basically in the sky not attached to the asteroid. Could this be considered a bug in the world generation algorithm or it should be considered as normal behavior ? p.s. Furthermore there's no abyssalite layer covering the top, is this intended too?