TOOK14 Posted June 30, 2018 Share Posted June 30, 2018 So I've not had a single morb spawn and I can't figure out why. The clock controls the floor, active for 2% every night. Any insight as to why not even 1 morb has ever spawned from these outhouses? Link to comment Share on other sites More sharing options...
Prince Mandor Posted June 30, 2018 Share Posted June 30, 2018 Problem in clocks Really, outhouse spawns morb once in 1,5 cycles. If you open airlock, then structure became disabled, and timer resets. Just make floor from one weight plate and one vertical airlock, so it's open only if morb already spawn. Or make waterclock to measure more than one full cycle of time Link to comment Share on other sites More sharing options...
TOOK14 Posted June 30, 2018 Author Share Posted June 30, 2018 I didn't know it was 1.5 cycle minimum, and that disabling resets the timer, TYVM. I don't like the pressure plate design, so I decided to just make an automation clock for 2 cycles. filters are 200, buffer is 5. I'll have to deconstruct it when I want to disable it, but I'm fine with that as once I want it disabled, it'll stay that way. Link to comment Share on other sites More sharing options...
TOOK14 Posted June 30, 2018 Author Share Posted June 30, 2018 Had to up the buffer gate, since ONI critters pull a loony toons and take a second to realize they are about to fall. Link to comment Share on other sites More sharing options...
caffeinated21 Posted June 30, 2018 Share Posted June 30, 2018 Do you have to disable the outhouses *after* dupes use them to capacity, but before they service them? Or will dupes use a disabled outhouse? Link to comment Share on other sites More sharing options...
TOOK14 Posted June 30, 2018 Author Share Posted June 30, 2018 They need to stay at 0 "visits" remaining for, apparently, 900 seconds to spawn a morb, and AFAIK dupes don't use disabled outhouses, but morbs won't spawn from them either. Just for fun, I made another 2 day clock, both buffer and filter are set to 10 seconds to wait out the 1% active time on the clock sensor. It is slightly more resource efficient than just stacking filer gates, but far less flexible for timings. Link to comment Share on other sites More sharing options...
caffeinated21 Posted July 1, 2018 Share Posted July 1, 2018 Do you all know what job ‘class’ servicing the outhouse is? Want to setup priorities to have them stay ‘full’ Link to comment Share on other sites More sharing options...
he77789 Posted July 1, 2018 Share Posted July 1, 2018 17 minutes ago, caffeinated21 said: Do you all know what job ‘class’ servicing the outhouse is? Want to setup priorities to have them stay ‘full’ Tidying IIRC. Link to comment Share on other sites More sharing options...
Giltirn Posted July 1, 2018 Share Posted July 1, 2018 Just set the outhouse priority to 1 and try to keep an eye on the bathroom every so often. Once full I disable each outhouse in turn until they are all full, then I manually move a dupe into the room and set the door priority to prevent him leaving and anyone else entering. Set all outhouses to be enabled and move him around so that he switches them on without starting to clean them. I then set the door to allow only exit and manually move him out. Think my morb count is over 50 now. Link to comment Share on other sites More sharing options...
Zarquan Posted July 2, 2018 Share Posted July 2, 2018 23 hours ago, Giltirn said: Just set the outhouse priority to 1 and try to keep an eye on the bathroom every so often. Once full I disable each outhouse in turn until they are all full, then I manually move a dupe into the room and set the door priority to prevent him leaving and anyone else entering. Set all outhouses to be enabled and move him around so that he switches them on without starting to clean them. I then set the door to allow only exit and manually move him out. Think my morb count is over 50 now. I certainly would like to not have to keep an eye on it. I would like my morbs to just pile up so I can work on glorious megastructures! Also, you are a monster. That duplicant trusted you and you betrayed him by locking him in a bathroom for 15 days. Link to comment Share on other sites More sharing options...
Cilya Posted July 2, 2018 Share Posted July 2, 2018 There is a not-too-complicated but constraining way to prevent outhouse to be emptied : restrict the tidy tasks to a few duplicants and prevent these duplicants to enter the area with outhouses with access restrictions on a door. I've restricted the tidy actions to the groundskeeper and plumber, logically. This way, i've filled ten outhouses in no time and I've way too many morbs. Link to comment Share on other sites More sharing options...
Zarquan Posted July 2, 2018 Share Posted July 2, 2018 59 minutes ago, Cilya said: There is a not-too-complicated but constraining way to prevent outhouse to be emptied : restrict the tidy tasks to a few duplicants and prevent these duplicants to enter the area with outhouses with access restrictions on a door. I've restricted the tidy actions to the groundskeeper and plumber, logically. This way, i've filled ten outhouses in no time and I've way too many morbs. What is this "too many morbs" of which you speak? Link to comment Share on other sites More sharing options...
Cilya Posted July 2, 2018 Share Posted July 2, 2018 Around one hundred for now, I don't want to count them. Link to comment Share on other sites More sharing options...
Zarquan Posted July 2, 2018 Share Posted July 2, 2018 If you have them penned up in a small area, you can look at the decor to count them. For some reason, disease-ridden slime monsters have a +10 to decor, so if you have +1000 decor from morbs, you have 100 morbs. Link to comment Share on other sites More sharing options...
Cilya Posted July 2, 2018 Share Posted July 2, 2018 They are not penned in a small area but I did succeed to use your technique anyway by summing the morbs every three tiles. I counted 98. Link to comment Share on other sites More sharing options...
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