manu_x32 Posted November 13, 2017 Share Posted November 13, 2017 I present you the automatic morbs spawner system. A system that counts the number of visits to an outhouse, then enters lockdown mode by locking doors, waiting to trap the next spawned morb. You can create about 1 morb per 10 cycles in average, without using the hack of reloading the scene, and without having to babysit the system, it will ring and flash an alarm once a morb has been caught. You then just need to have dupes clean the toilet and rearm the system and the trap. I built a small debug 3 dupes base for testing, and so far, after many 15 visits cycles of testing, the system seems almost bullet proof. I went through many iterations to refine it and go around issues and bugs. This version seems pretty good. I'm sure the logic could be cleaned and optimized even more, but it works. Pretty proud of it and I learned a lot in the process. I also built a couple of other little automation systems in the base, some very useful like a pressure plate to have dupes use the granulator only when sand on it is below 1000kg, and others pretty useless like turning on lights when dupes use a room or pass by (very useful to easily track where dupes are and what they are doing though). Special thanks to @Saturnus and other people in these threads: Spoiler auto_outhouse_morbsSpawner_2.sav whole base: Spoiler logic graph: Spoiler resetting and rearming the system: Spoiler game bugs workarrounds: Spoiler I had to go around a couple of bugs: Once the morb has been trapped it usually bugs, so you need to deconstruct and reconstruct the pressure plate that detects the morb has been trapped. To workaround it I make the right dupe checkpoint always open when the right door is closed so they don't get stuck. Normally the checkpoint would always be closed except when a dupe has been caught and system needs rearm. This can sometimes happen, just need to keep eyes open for wandering morbs until Klei fixes it (unless it's a feature ). Not really related but since I mentioned my granulator system, there is a bug with it. Link to comment https://forums.kleientertainment.com/forums/topic/84176-automatic-morbs-spawner-system/ Share on other sites More sharing options...
Saturnus Posted November 14, 2017 Share Posted November 14, 2017 Fantastic! I'm sure it can be highly optimized and minimized, and although some people might just "cheat" and use the spawn-on-reload bug, I really like that you've put in the effort to make a system that works in a continuous survival game. With the game bugs being as they are, I can only imagine the horror of fail safing such a complicated system. Link to comment https://forums.kleientertainment.com/forums/topic/84176-automatic-morbs-spawner-system/#findComment-974155 Share on other sites More sharing options...
manu_x32 Posted November 14, 2017 Author Share Posted November 14, 2017 5 minutes ago, Saturnus said: Fantastic! I'm sure it can be highly optimized and minimized, and although some people might just "cheat" and use the spawn-on-reload bug, I really like that you've put in the effort to make a system that works in a continuous survival game. With the game bugs being as they are, I can only imagine the horror of fail safing such a complicated system. lol yes thanks! It was a bit heavy on my poor brain multiple times , so many hours put on this. But I also really enjoyed doing it (most of the time), learned so much. I also really like the fact that you don't need to cheat to spawn morbs, and it's fairly low maintenance, and it ouputs morbs at a very decent rate. A funny fact is that the logic graph is almost as big as the base. Ok there's lots of space between boxes for readability and being able to modify it without deconstructing, but still. Klei really needs to do something like this: Link to comment https://forums.kleientertainment.com/forums/topic/84176-automatic-morbs-spawner-system/#findComment-974158 Share on other sites More sharing options...
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