Exoros Posted February 9, 2019 Share Posted February 9, 2019 I know how to make the contraption you(6Havok9) mentioned [although thx for you help]. I just want things that can be simple to be simple . However i am not against more flexibility in automation signals like you(6Havok9) said. Link to comment Share on other sites More sharing options...
krop Posted February 10, 2019 Share Posted February 10, 2019 I almost finished translating the new strings but I have an issue: STRINGS.MISC.TAGS.MARKEDFORCOMPOSTINSTORAGE: Quote In Compost Storage I'm trying to find where this string appears. I tried composting seeds and food from storage or on the ground without luck. Link to comment Share on other sites More sharing options...
chemie Posted February 10, 2019 Share Posted February 10, 2019 16 hours ago, 6Havok9 said: Not on topic, but you can make one quite easily right now using the tools available. Have the input pipe go on for one more tile after the reservoir input port, place an element sensor there. Then you can loop back the pipe or have it go to another destination, it doesn't matter: that bit of pipe will always be empty until there's space in the reservoir. Once it detects something, it means that the reservoir is full. While an item that simplifies or "condenses" a player made build into a readily available package is oftentimes good and can save time and sanity, and I would happily support it, this is one of the cases where I'd advocate against it. In this case we are talking about a rather easy thing to do for the player, just takes some thinking and tinkering and when you actually make it work you have that sense of reward and accomplishment that the "build this, connect. Bam, done" way simply does not provide. Just my thought, tho. Why then send a signal when full? You can already do that as you can see. If we really want that thing to be able send a signal, then it should be at X% or N units, and let us set that % or number. Or even, behave like a smart battery, a really smart item. Rather than easier, I'd like things to be smarter and useful in more ways. *cough* smart storage *cough* I was thinking more about being able to set the limit of amount on storage devices. On the note of what else to add, I would love an "alarm". Like red alert but no dup action. High/low reservoir High/low food High/low temperature Use automation and have it connect to something like the clock only it is an alarm to bring things to your attention. 2 Link to comment Share on other sites More sharing options...
lilibat Posted February 10, 2019 Share Posted February 10, 2019 I am finding the long commutes message annoying and not useful. Just my 2 cp. Link to comment Share on other sites More sharing options...
chemie Posted February 10, 2019 Share Posted February 10, 2019 3 hours ago, lilibat said: I am finding the long commutes message annoying and not useful. Just my 2 cp. They need to have options on what notifications you want. 3 Link to comment Share on other sites More sharing options...
ToiDiaeRaRIsuOy Posted February 11, 2019 Share Posted February 11, 2019 Yeah, I agree. We should be allowed to turn it off (please, do leave it enabled by default!). My current base is large and operation stretch across the whole depth of the asteroid. On top of that I harvest wil grown sleet wheat, which automatically brings long traveling times with it. But the dupes I need to stay near one spot -chefs, ranchers- have low traveling times. All the rest have to travel a lot due their roles in the colony. 1 Link to comment Share on other sites More sharing options...
Developer jambell Posted February 11, 2019 Developer Share Posted February 11, 2019 On 07/02/2019 at 5:00 PM, WanderingKid said: Absolutely. File attached. Much appreciated! UC - 245 - No meteors Cycle 247.sav Thank yoooou! Grabbed the save and added it to my list. I'm not sure if I will be able to get to it for this update (my apologies! ) but should be there for next 1 Link to comment Share on other sites More sharing options...
FollowStrong Posted February 12, 2019 Share Posted February 12, 2019 I can't continue my game for a week now because of crashes, when can we expect next hotfix? 1 Link to comment Share on other sites More sharing options...
FenrirZeroZero Posted February 12, 2019 Share Posted February 12, 2019 @FollowStrong Many of the crashes are related to path invalidation. Atumated doors and the Tube Network seem to be the main issue Link to comment Share on other sites More sharing options...
FollowStrong Posted February 12, 2019 Share Posted February 12, 2019 (edited) 27 minutes ago, FenrirZeroZero said: Many of the crashes are related to path invalidation. Atumated doors and the Tube Network seem to be the main issue You've made my life easier. Still I can't play, but now I know the reason. @FenrirZeroZero could you fix my save if you know how? Incredible Panopticon.sav Edited February 12, 2019 by FollowStrong Link to comment Share on other sites More sharing options...
FenrirZeroZero Posted February 13, 2019 Share Posted February 13, 2019 (edited) 10 hours ago, FollowStrong said: You've made my life easier. Still I can't play, but now I know the reason. @FenrirZeroZero could you fix my save if you know how? Incredible Panopticon.sav Edited 10 hours ago by FollowStrong I can't since i'm currently playing with mods. But the way is relativ simple. Sent all Dupes beside one into a room with doors. Set the doors to only Entry. Then tell the remaining dupe to remove the tubes. Because the Problem is triggered autmatically when too many dubes go through on tube. (It goes into "low energy mode" and aborts all pathes through it) For now i suggest water locks for pressure locks with exo suits. (Somehow "not enough atmo suits" do not seem to trigger the error) Edited February 13, 2019 by FenrirZeroZero Link to comment Share on other sites More sharing options...
Xenologist Posted February 13, 2019 Share Posted February 13, 2019 6 days until release! Link to comment Share on other sites More sharing options...
FollowStrong Posted February 13, 2019 Share Posted February 13, 2019 (edited) @FenrirZeroZero the problem has gone away with new hotfix. Edited February 13, 2019 by FollowStrong Link to comment Share on other sites More sharing options...
MasterVegito Posted February 18, 2019 Share Posted February 18, 2019 Dear Klei. Recently you have changed the fact that hatches and dreckos could fall through opened pneumatic doors, verticall or horizontally. Now they can't, which essentially made the slaughterhouses which uses drowing as a means to kill animals useless. Please don't make dumb changes to the game. Link to comment Share on other sites More sharing options...
Christophlette Posted February 18, 2019 Share Posted February 18, 2019 11 minutes ago, MasterVegito said: Dear Klei. Recently you have changed the fact that hatches and dreckos could fall through opened pneumatic doors, verticall or horizontally. Now they can't, which essentially made the slaughterhouses which uses drowing as a means to kill animals useless. Please don't make dumb changes to the game. But... You can still drown your critters... What kind of build are you talking about? Link to comment Share on other sites More sharing options...
MasterVegito Posted February 18, 2019 Share Posted February 18, 2019 (edited) 10 minutes ago, Christophlette said: But... You can still drown your critters... What kind of build are you talking about? Perhaps I can provide a screenshot to further my gripe with this change. In this design which i found somewhere on this site, The owner programmed it with the idea that after button is pressed, doors open for 5 seconds, drecko or qa hatch, goes in, falls flat to his death in water, doors close after 5 seconds making drecko's unable to escape. This doesn't work anymore, due to that change. Dreckos or hatches simply walk over an opened door. Ironically if you spawn one in mid air and he falls onto the open or locked door, he falls through regardless. THIS MAKES NO SENSE. testetd on beta yesterday. Edited February 18, 2019 by MasterVegito Link to comment Share on other sites More sharing options...
Christophlette Posted February 18, 2019 Share Posted February 18, 2019 8 minutes ago, MasterVegito said: Perhaps I can provide a screenshot to further my gripe with this change. This setup isn't really reliable. The drecko could be in a spot where he won't fall (and die). You can still use a slaughterhouse with doors automated to close so the water goes up and drown the critters. I'm sure you can adapt your build to solve this problem instead of calling changes dumb. Link to comment Share on other sites More sharing options...
MasterVegito Posted February 18, 2019 Share Posted February 18, 2019 (edited) 4 minutes ago, Christophlette said: This setup isn't really reliable. The drecko could be in a spot where he won't fall (and die). You can still use a slaughterhouse with doors automated to close so the water goes up and drown the critters. I'm sure you can adapt your build to solve this problem instead of calling changes dumb. You never played this gae if this is your recommended idea. Your method causes water to dissapear, so it's unreliable. Besides, you will never push enough water up to drown a drecko, because if you do, the drop off point is also flooded, because pushed water needs to flood the entire room, with no squeare left. Mine simply depends on waiting for AI drecko to fall through. And why shouldn't i speak my mind? I paid for this thing, because little sissies like you aren't used to criticism, I don't care. Klei could always take a page out of Bethesdas book and release mod tools so that people can fix the game themselves. Edited February 18, 2019 by MasterVegito Link to comment Share on other sites More sharing options...
Yunru Posted February 18, 2019 Share Posted February 18, 2019 2 minutes ago, MasterVegito said: I hate to inform you, but you are incorrect in saying he is incorrect. Doors only delete fluids when the fluid has nowhere to go when it closes. 1 Link to comment Share on other sites More sharing options...
MasterVegito Posted February 18, 2019 Share Posted February 18, 2019 (edited) 5 minutes ago, Yunru said: I hate to inform you, but you are incorrect in saying he is incorrect. Doors only delete fluids when the fluid has nowhere to go when it closes. .... Thats the idea. How can you flood something if the fluid has anywhere to go? Another genius. Also, try to flood the room in the picture, in doors with qthe amount of liquid reaching 50% of it. Good luck. You can't go above it, since the drop off point cannot be flood otherwise it's unusable. Edited February 18, 2019 by MasterVegito Link to comment Share on other sites More sharing options...
Sasza22 Posted February 18, 2019 Share Posted February 18, 2019 (edited) Well yes they made dropping critters through doors impossible. You can still drop them using a gantry though (if you want to use steel and 1200W). There are many designs using doors under water to drown critters. Mostly used for dreckos, especially after the change that made them walk out of water. If they didn`t work then why would people use them? Water deletion usually doesn`t happen unless there`s some sort of gas conflict not allowing it to move out of the room. Quote .... Thats the idea. How can you flood something if the fluid has anywhere to go? Another genius. Oh that`s the problem. Mesh tiles work just fine. Air goes out critters stay in. Edited February 18, 2019 by Sasza22 Link to comment Share on other sites More sharing options...
Yunru Posted February 18, 2019 Share Posted February 18, 2019 Just now, MasterVegito said: .... Thats the idea. How can you flood something if the fluid has anywhere to go? Another genius. Because the place the fluid goes is where the critter is? Link to comment Share on other sites More sharing options...
6Havok9 Posted February 18, 2019 Share Posted February 18, 2019 4 minutes ago, MasterVegito said: .... Thats the idea. How can you flood something if the fluid has anywhere to go? Another genius. The fluid goes in the place being flooded. Genius. Go troll somewhere else, in a place with no oxygen preferably. Link to comment Share on other sites More sharing options...
MasterVegito Posted February 18, 2019 Share Posted February 18, 2019 (edited) 12 minutes ago, Sasza22 said: Well yes they made dropping critters through doors impossible. You can still drop them using a gantry though (if you want to use steel and 1200W). There are many designs using doors under water to drown critters. Mostly used for dreckos, especially after the change that made them walk out of water. If they didn`t work then why would people use them? Water deletion usually doesn`t happen unless there`s some sort of gas conflict not allowing it to move out of the room. Oh that`s the problem. Mesh tiles work just fine. Air goes out critters stay in. I have to admit though, I never considered making the roof of such a room out of air flow tiles. Gotta check this out afterk work. But the whole, push the water upwards problem, still stands. Edited February 18, 2019 by MasterVegito Link to comment Share on other sites More sharing options...
Yunru Posted February 18, 2019 Share Posted February 18, 2019 1 minute ago, MasterVegito said: I have to admit though, I never considered making the roof of such a room out of air flow tiles. Gotta check this out afterk work. But the whole, push the water upwards problem, still stands. What "push the water upwards problem", there isn't one! Link to comment Share on other sites More sharing options...
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