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Mass storage


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The green store stores multiple resources.
It has lower priority than blue storage and yellow storage.


The blue store stores multiple resources.
The resource is not actually saved, but the Auto-Sweeper tries to sweeper it up.
The Auto-Sweeper tries to organize resources in the blue repository, but the signal is turned off and resources are dropped on the ground.

 

Yellow storage stores only one resource.
The resources stored in the ground by the Auto-Sweeper are stored in the yellow storage.
When the yellow storage is full, it will store the resources in the green storage.

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The bit in the middle is a standard item dropper design. If you use a pulse to drop the items like that you can sometimes cause crashes. A more reliable way to drop items that doesn't cause crashes is to run the control signal from a smart storage with a 0.1s filter circuit. When the storage is full the arm turns on, takes items, causing the storage to turn it's signal off and disabling the arm and dropping the item. It costs less resources as it only needs 1 logic gate and also doesn't periodically kill your game.

Why the warehouse bit though? Doesn't look like it saves more time than letting dupes put items in directly.

52 minutes ago, JonnyMonroe said:

The bit in the middle is a standard item dropper design. If you use a pulse to drop the items like that you can sometimes cause crashes. A more reliable way to drop items that doesn't cause crashes is to run the control signal from a smart storage with a 0.1s filter circuit. When the storage is full the arm turns on, takes items, causing the storage to turn it's signal off and disabling the arm and dropping the item. It costs less resources as it only needs 1 logic gate and also doesn't periodically kill your game.

Why the warehouse bit though? Doesn't look like it saves more time than letting dupes put items in directly.

The smart storage was not used because the signal was not output from time to time.

An empty warehouse stores only one resource per warehouse, so no reservoirs except the soil and clay repository are set.
Dirt and clay that is not stored in the store is left on the ground, and only as much as needed is stored in the soil and clay warehouse.

1 hour ago, JonnyMonroe said:

The bit in the middle is a standard item dropper design. If you use a pulse to drop the items like that you can sometimes cause crashes. A more reliable way to drop items that doesn't cause crashes is to run the control signal from a smart storage with a 0.1s filter circuit. When the storage is full the arm turns on, takes items, causing the storage to turn it's signal off and disabling the arm and dropping the item. It costs less resources as it only needs 1 logic gate and also doesn't periodically kill your game.

Why the warehouse bit though? Doesn't look like it saves more time than letting dupes put items in directly.

The smart storage was not used because the signal was not output from time to time.

An empty warehouse stores only one resource per warehouse, so no reservoirs except the soil and clay repository are set.
Dirt and clay that is not stored in the store is left on the ground, and only as much as needed is stored in the soil and clay warehouse.

It's an excess dump.

Keeps a level of stuff you want access to in the yellow areas, everything else is left on the ground.

Nothing groundbreaking here as JonnyM said, but each to their own :)

Personally I just slap a load of storage down - I only worry about tidying up the map later in the game anyways - far more efficient to just leave your crap where it falls when you're still building out your base. Building materials littering every floor :p 

53 minutes ago, Lifegrow said:

It's an excess dump.

Keeps a level of stuff you want access to in the yellow areas, everything else is left on the ground.

Nothing groundbreaking here as JonnyM said, but each to their own :)

Personally I just slap a load of storage down - I only worry about tidying up the map later in the game anyways - far more efficient to just leave your crap where it falls when you're still building out your base. Building materials littering every floor :p 

I have experienced severe frame drop in the past because of resources separated by small masses.
However, if these problems are not serious, it is okay not to clean up resources.

9 minutes ago, Aronia said:

I have experienced severe frame drop in the past because of resources separated by small masses.
However, if these problems are not serious, it is okay not to clean up resources.

Yeah leaving debris used to give huge drops, but they fixed that a few releases back - think it was AU.

Don't get me wrong, there are currently some new and far nastier bugs - i.e. compactor/fridge lag if the contents are all at differing temperatures/germ counts - but for the most part it's fine to just store everything nowadays.

1 hour ago, Lifegrow said:

It's an excess dump.

Keeps a level of stuff you want access to in the yellow areas, everything else is left on the ground.

Nothing groundbreaking here as JonnyM said, but each to their own :)

Personally I just slap a load of storage down - I only worry about tidying up the map later in the game anyways - far more efficient to just leave your crap where it falls when you're still building out your base. Building materials littering every floor :p 

I love when there is a ton of debris from a freshly excavated area and I plan out a build with a sweeper arm and have that build first and it just starts supplying all the build orders from the debris. It's so satisfying, like popping bubble wrap.

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