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The new tech printer appears to be allowing power consumption to exceed supply. Before building it I had exceeded the power for my single generator resulting in the cooker not being supplied power which is expected. Upon building the tech printer it now has power and all other items also have power other than the cooker which was disabled before the printer was built. The power bar shows 685/600.
When I started the game (new game in the new version) within the first few days the management screen stopped showing all colonists. The headers were there and the list on the left showed the counts for 3 colonists, 1 robot but the colonists were no longer displayed or any of their details. I saved/reloaded and they are displayed again but all priorities were reset to the default 5. Now on day 20 and it hasn't happened again so sorry no details on how to recreate this one.
Building seems a bit off when items need to be moved from the space. Sometimes they move them but often they do not and the item is simply not built for long periods until a normal Haul job finally removes the offending item. Putting a high priority colonist on haul sorted this out but I expect it's not working as intended.
Latest Changes In Test Build
Maybe THIS wwas the logistic *pass the parcel* issue i was experiencing? starts to make more sense now :)
Also what is that *Beeping* noise? if its for job completion it happens far to often IMO
Additional development focus for 0.12 will be spent on the priority system as well as fine tuning object placement issues.
First one being, The initial inventory you have in the elevator reads as being 39/1. Not really a big deal, just something I noticed.
When I first started this run I noticed a couple times the collonists and worker bot would sometimes be facing away from something they were mining, in one case a colonist was 3 spaces away from anything they could mine and still knocking down dirt.
I ran into a bug when I deselected a large area for mining and seleceted a different zone my worker bot sat in a corner, bouncing up and down with it's status being 'looking for work.' When I turned off mining for it, it went and did work just like normal, but when I turned mining back on again it went back to it's corner. When I selected the dirt in front of it it mined, then moved a few spaces, but then contined it's 'looking for work' bounce. I left if for a minute while I had time paused to mess with some of the colonists, and when I resumed time it went back to working as normal, thankfully.
Then there was just a few small things:
The sounds would cut in and out, with the game being totally silent for long periods.
Colonists were walking directly through storage containers that had no walls behind them
When the robot ran out of power it just started wondering aimlessly. I wasn't sure if this was meant to happen and they just don't have a 'shut down' mode after activation at this point or not.
And finally in the midst of messing around, I decided to select the entire map to mine to see how the game would react. It was fine, but it did make me think that an 'unselect all' option for mining would be nice, since simetimes I have weird areas that I'm trying to cancle mining on.
That's all I got so far.
To de-stress colonists you need to put decor and relaxation items in... benches/flower pots/lights...
have not noticed any of your other bugs yet because i have not played the .12 updte-update yet
a temp fix until sorted is that *save/reload* works 99% of the time
Rho - no idea why you cant play, going to se if it loads for myself and report back