RonEmpire Posted February 23, 2020 Share Posted February 23, 2020 On 2/21/2020 at 9:50 AM, Ipsquiggle said: It's very helpful when you can describe what you're trying to accomplish when you request a change or addition. There are many many subtleties and interpretations of how a particular building should work and what makes it useful or not, so we need to make sure that we're actually addressing your need and not misunderstanding. We appreciate the time you spend on this feedback! View full update Can we get an automation signal for Liquid Tanks (Rocket Module) so that when it's full, it can send a signal out saying "FULL" So that we can use that signal to "shut off" the liquid flow going into the tanks. This will greatly improve the rocket automation. Also- while we're at throwing out suggestions for improvement, can you get the dupes to remember its last job before they went on break where they dropped the crap they were carrying. Example; They're carrying an egg to be dropped off or delivered, or food, or eggs, and that stuff gets randomly dropped in the middle of no where and the next day its forgotten and it becomes polluted dirt or critter hatches or escapes. Link to comment https://forums.kleientertainment.com/forums/topic/115928-game-update-395929/page/2/#findComment-1309939 Share on other sites More sharing options...
Male_zvire Posted February 23, 2020 Share Posted February 23, 2020 Please, add something like diode for automation signals - green signal can get only in one direction. Right now im using two NOT gates, but it takes lot of space (4x4 tiles) & materials (70 of reffined metal). Thank you so much! 1 Link to comment https://forums.kleientertainment.com/forums/topic/115928-game-update-395929/page/2/#findComment-1309971 Share on other sites More sharing options...
pether Posted February 23, 2020 Share Posted February 23, 2020 (edited) Male_zvire, can't it be accomplished with filter gate set to minimal time value? Edited February 23, 2020 by pether 1 Link to comment https://forums.kleientertainment.com/forums/topic/115928-game-update-395929/page/2/#findComment-1309972 Share on other sites More sharing options...
Saturnus Posted February 23, 2020 Share Posted February 23, 2020 (edited) 22 minutes ago, pether said: Male_zvire, can't it be accomplished with filter gate set to minimal time value? Yup. Or an OR or AND gate. Edited February 23, 2020 by Saturnus 1 Link to comment https://forums.kleientertainment.com/forums/topic/115928-game-update-395929/page/2/#findComment-1309975 Share on other sites More sharing options...
Male_zvire Posted February 23, 2020 Share Posted February 23, 2020 @pether, @Saturnus: We have adage: its like scratch with your left hand behind your right ear. It works, but,... Link to comment https://forums.kleientertainment.com/forums/topic/115928-game-update-395929/page/2/#findComment-1309976 Share on other sites More sharing options...
Saturnus Posted February 23, 2020 Share Posted February 23, 2020 5 minutes ago, Male_zvire said: It works, but,... If it works, don't fix it! 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/115928-game-update-395929/page/2/#findComment-1309977 Share on other sites More sharing options...
SharraShimada Posted February 23, 2020 Share Posted February 23, 2020 I noticed the alt-tab behavior when starting the game and loading saves has been much improved with this preview. Is is by accident, or where there made any changes, due to the new unity-engine perhaps? Link to comment https://forums.kleientertainment.com/forums/topic/115928-game-update-395929/page/2/#findComment-1309987 Share on other sites More sharing options...
yoakenashi Posted February 23, 2020 Share Posted February 23, 2020 10 hours ago, Keith Smithee said: Invisible because the conveyor rails are drawn almost completely below the (Loader, receptor and bridge). I made a suggestion on this not long ago. I’m glad I’m not the only one who thinks this could be improved. Link to comment https://forums.kleientertainment.com/forums/topic/115928-game-update-395929/page/2/#findComment-1310002 Share on other sites More sharing options...
zerstrick Posted February 23, 2020 Share Posted February 23, 2020 Hello I can`t translate this and does not exist the string to do it, so can you fix it?, please. Link to comment https://forums.kleientertainment.com/forums/topic/115928-game-update-395929/page/2/#findComment-1310043 Share on other sites More sharing options...
RonEmpire Posted February 23, 2020 Share Posted February 23, 2020 (edited) Temperature sensors for the rails will be a really big plus. Excited for this. Finally we can sort out ores temp and use cold or hot ores as needed. Gone are days of building a hot tile in a cold sleet wheat room. Edited February 23, 2020 by RonEmpire 1 Link to comment https://forums.kleientertainment.com/forums/topic/115928-game-update-395929/page/2/#findComment-1310063 Share on other sites More sharing options...
TheDeamon Posted February 24, 2020 Share Posted February 24, 2020 (edited) On 2/21/2020 at 10:50 AM, Ipsquiggle said: It's very helpful when you can describe what you're trying to accomplish when you request a change or addition. There are many many subtleties and interpretations of how a particular building should work and what makes it useful or not, so we need to make sure that we're actually addressing your need and not misunderstanding. We appreciate the time you spend on this feedback! Could we get the ability to "Draw over replace" the automation wires when shifting from Single Automation Wires to Ribbons or vice-versa? Also a bug I encountered in my game, didn't test it more extensively, but it did persist across saves: When I had a scanner tracking a spaceship at the time I demolished the command capsule. I ceased to be able to track the spaceship at all, saving and reloading did not fix the issue. Only completely destroying every module of the spaceship and rebuilding it from scratch resolved the issue. It did persist across multiple re-configurations of the spacecraft where the command capsule had to be destroyed/relocated within the stack. Untested portions of the bug: 1) I didn't check to see if replacing the engines would fix it; as I had already decided to move to another launch location by then, so it was moot for me. 2) I haven't tested to see if NOT tracking a ship at the time a command capsule is destroyed prevents the issue. Edited February 24, 2020 by TheDeamon Link to comment https://forums.kleientertainment.com/forums/topic/115928-game-update-395929/page/2/#findComment-1310153 Share on other sites More sharing options...
Ktoblin Posted February 24, 2020 Share Posted February 24, 2020 (edited) On 21.02.2020 at 8:50 PM, Ipsquiggle said: we're hoping to get the Conveyor sensors done before this Pack leaves testing Today it works for [automation_pack_testing] https://github.com/Ktoblin/ONI-modes/blob/master/BETA-automation_pack/SolidSensors/SolidSensors.zip I don't know how to release mod with you pack simultaneously .So here is instuction for install it. Sorry, if post offtop. Edited February 24, 2020 by Ktoblin 1 Link to comment https://forums.kleientertainment.com/forums/topic/115928-game-update-395929/page/2/#findComment-1310162 Share on other sites More sharing options...
Developer fatheroctopus Posted February 25, 2020 Developer Share Posted February 25, 2020 On 2/23/2020 at 11:25 AM, zerstrick said: Hello I can`t translate this and does not exist the string to do it, so can you fix it?, please. This will be fixed in the next hotfix - thanks for the report! 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/115928-game-update-395929/page/2/#findComment-1310691 Share on other sites More sharing options...
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