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What Do We Need/Want to Automate?


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Here's an actual use for it, but it requires the smart battery which isn't currently enabled.

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Turns on petrol gen when battery goes too low and turns it off when it goes too high.
Can't waste any petrol and the generator can be ignored completely.
 

Spoiler
39 minutes ago, Risu said:

Here's an actual use for it, but it requires the smart battery which isn't currently enabled.

20171111231822_1.thumb.jpg.0b7baf37de1795a3bea729562ddf06d5.jpg

Turns on petrol gen when battery goes too low and turns it off when it goes too high.
Can't waste any petrol and the generator can be ignored completely.
 

 

How did you attach auto wire to battery ? i don't have it

Spoiler

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There are lots of fun things you can do with automation.

 

- Turn on/off your air conditioning to your garden to regulate proper temperature (thermo sensor + cutoff valve)

- Set up an oscillator with a liquid tepidizer to easily boil water, and shut it off when it gets too hot (buffer gate + not gate + and gate + thermo sensor)

- Trap animals in a room (pressure sensor + door)

- Lock doors to your steam room if conditions are hostile (thermo sensor + hydro sensor + and gate + door)

i'm using it to control my oxygen temperature. makes it easier to keep a good temperature inside my base. using petrol in my cooling pipes and inside my oxygen rooms i have wolframite pipes for good heat transfer, i have not tested to change it to tungsten but i'm happy as it is now. with temp switches controlling switch valves its easy to control temperature. esier then just have manual valves with a fixed rate of flow which i was forced to almost constantly manage for stable temperature.

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@Xadhoom switched valves are probably one of the best simple uses for automation, especially when used for cooling or any other conditional piping.

The issue with automation is at this moment is that the game is really solved in the late game. There is almost no pressure to make bases even more efficient than they are without it. I think this is the time for Klei to add progressive difficulty of an unpredictable kind that doesn't allow for simple self sustaining solutions but requires us to react actively.

For example reoccurring semi catastrophic events such as epidemics, drastic changes in temperature or anything that influences the steady geyser production could lead to problems that can only be solved with a much higher efficiency and possibly by stockpiling on certain resources.

Even more interesting would be if the dupes would require more and more needs and interactions. What if they suddenly wanted holidays and leisure time? We'd have to entertain them for an amount of time over X cycles to keep them happy, draining resources and making our logistics more difficult.

Adding any kind of randomness to the currently steady system, especially when it comes to geysers and dupes, would actually force us to use automation to measure its occurrences and react on such events, instead of micromanaging them ourselves.

1. Timed lock for farms. It's way more efficient for all the plants to grow before someone comes and harvests. This also allows minimal temperature changes since opening the door of a farm changes its temperature a lot. If there's a storage setting it will also be interesting to only farm certain things when storage of that ingredient is low.

2. Chlorine decontamination storage room. Chlorine gets pumped in as its locked. Waits certain amount of time. Then pumps all the chlorine out and unlocks. That way no chlorine will ever leak out of the room. And for roleplay / satisfiction, your dupes will never have to go inside a chlorine room. I'm also thinking amount a mini version of this. I wonder if I can build one fast enough that will activate as a duplicant is switching out of his uniform. May need many many pumps.

*Edit. I'm tempted to also make a giant version of this that bathes my entire colony in chlorine when duplicants are sleeping in their bed rooms.

3. Probably going to do a lot of things with doors opening and closing underneath water chambers. Probably good for extremely high volume water transport with minimal energy.

Level 1 -> all non-polluted water goes here involving water mopped up and purified water. they both may have bacteria.

<Door A>

Level 2 -> Heating room to kill the bacteria. Door A opens first, then shuts. Room boils set to a timer / temperature. Door A won't open again until boiling is done (that way no new bacteria enters). After its done it will dump its water by opening either door BC, or D.

<Door B> <Door C> <Door D>

Level 3.1 - 

Level 3.2 -

Level 3.3 - Each of these rooms will be separate cooling chambers and they take turns accepting water. That way one of them can actually cool down with having to keep accepting hot water.

4. Similar to idea number 3. Have many separate cooling chambers so that a steam geyser can alternate dumping water with doors between them.

5. Not an automation but would like my pepper plants to benefit from 3 or 4 somehow.

6. Useless things like fountains and animations.

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