Lilalaunekuh Posted November 22, 2018 Share Posted November 22, 2018 Got some questions someone already running the upgrade should be able to answer: - Lowered freezing point of Super Coolant Can someone post the new freezing point ? (°C or °K please^^) - Shove Voles can no longer move through doors and tiles made of refined metal, or other very hard materials Which (natural) materials are now shove vole proof ? (Thinking about abyssalite/diamond or maybe others too ?) (PS: I will wait with the upgrade till I would be able to load my old base without my duplicants starving^^) Link to comment Share on other sites More sharing options...
Khullag Posted November 22, 2018 Share Posted November 22, 2018 (edited) @Ipsquiggle can you please add the "ruler" tool? coz i think it would be hard for you to add dynamic counts on tile creation like you have for e.g. deconstruct order. and the "ruier" tool will allow to easily measure the area (will be useful for perfectionists builds :)). previously i used to count tiles when i wanted to be very precise and it was annoying. currently i can use deconstruct or sweep tool but then i might need to cancel the deconstruct/sweep order which is only slightly inconvinient. thanks for the update btw Edited November 22, 2018 by Khullag Link to comment Share on other sites More sharing options...
ToiDiaeRaRIsuOy Posted November 22, 2018 Share Posted November 22, 2018 Just now, Saturnus said: Yes. That's why I know it works. You just need a bit of automation. Imagine the switch is the counter. It makes the loader stay on for 5 seconds. Only long enough to pick up a single egg then it checks if the sensor output is still enabled. If not, it shuts down. There is one issue with this (which you can automate-solve, for the record): a 96 tile room being 4 high requires multiple sweepers and loaders. So just 5s on will give ALL the loaders and sweepers time to do one egg. So you can still end up with more eggs than required being loaded up. You can solve that through sequentially turning on and off each sweeper after the previous one. Link to comment Share on other sites More sharing options...
SakuraKoi Posted November 22, 2018 Share Posted November 22, 2018 Just now, Lilalaunekuh said: Can someone post the new freezing point ? (°C or °K please^^ I checked it, it is lowered by 5 i.e instead of -266.2°C/6.95 K it is -271.2°C/1.95 K 1 1 Link to comment Share on other sites More sharing options...
Khullag Posted November 22, 2018 Share Posted November 22, 2018 2 minutes ago, Lilalaunekuh said: Got some questions someone already running the upgrade should be able to answer: - Lowered freezing point of Super Coolant Can someone post the new freezing point ? (°C or °K please^^) - Shove Voles can no longer move through doors and tiles made of refined metal, or other very hard materials Which (natural) materials are now shove vole proof ? (Thinking about abyssalite/diamond or maybe others too ?) (PS: I will wait with the upgrade till I would be able to load my old base without my duplicants starving^^) super coolant freezing temp is -271.2 C 1 Link to comment Share on other sites More sharing options...
watermelen671 Posted November 22, 2018 Share Posted November 22, 2018 3 Link to comment Share on other sites More sharing options...
Dragonoflife Posted November 22, 2018 Share Posted November 22, 2018 Setting a grill to two different orders of infinite food when the ingredients don't exist results in an endless spam of "Building lacks resources" -- the message keeps respawning every second or so. 2 Link to comment Share on other sites More sharing options...
Saturnus Posted November 22, 2018 Share Posted November 22, 2018 1 minute ago, ToiDiaeRaRIsuOy said: There is one issue with this (which you can automate-solve, for the record): a 96 tile room being 4 high requires multiple sweepers and loaders. So just 5s on will give ALL the loaders and sweepers time to do one egg. So you can still end up with more eggs than required being loaded up. You can solve that through sequentially turning on and off each sweeper after the previous one. As you say, it can be solved relatively easy so I didn't bother to post it. Nor do I do 96 tile 4 high farms anyway so for me it's not an issue at all. Link to comment Share on other sites More sharing options...
watermelen671 Posted November 22, 2018 Share Posted November 22, 2018 ...Klei I both love and hate you guys so much. 5 Link to comment Share on other sites More sharing options...
Neotuck Posted November 22, 2018 Share Posted November 22, 2018 6 minutes ago, ToiDiaeRaRIsuOy said: There is one issue with this (which you can automate-solve, for the record): a 96 tile room being 4 high requires multiple sweepers and loaders. So just 5s on will give ALL the loaders and sweepers time to do one egg. So you can still end up with more eggs than required being loaded up. You can solve that through sequentially turning on and off each sweeper after the previous one. Or make a tall stable with 2 sweepers overlapping a single loader Link to comment Share on other sites More sharing options...
ToiDiaeRaRIsuOy Posted November 22, 2018 Share Posted November 22, 2018 (edited) 1 minute ago, Neotuck said: Or make a tall stable with 2 sweepers overlapping a single loader I'd rather have the tools work in function of stable instead of the reverse. It's kinda of a stylistic choice. Besides, for a drecko farm where you give mealwood it's practically required. Edited November 22, 2018 by ToiDiaeRaRIsuOy Link to comment Share on other sites More sharing options...
Saturnus Posted November 22, 2018 Share Posted November 22, 2018 15 minutes ago, ToiDiaeRaRIsuOy said: I'd rather have the tools work in function of stable instead of the reverse. It's kinda of a stylistic choice. Besides, for a drecko farm where you give mealwood it's practically required. Why exactly? Link to comment Share on other sites More sharing options...
ToiDiaeRaRIsuOy Posted November 22, 2018 Share Posted November 22, 2018 Just now, Saturnus said: Why exactly? Although admittingly that is well thought out, it will limit hydrogen time for my plastic drecko's. (can we perhaps move this conversation to personal message? Don't want to highjack this thread really) Link to comment Share on other sites More sharing options...
tuordiel Posted November 22, 2018 Share Posted November 22, 2018 (edited) After patch fps dropped from 20 to 9 =\ mid-late game (50% of map digged). Edited November 22, 2018 by tuordiel Link to comment Share on other sites More sharing options...
juni3227 Posted November 22, 2018 Share Posted November 22, 2018 (edited) 3 minutes ago, tuordiel said: After patch fps dropped from 20 to 9 =\ mid-late game (50% of map digged). Preview build have debug logging code, which is removed in the main version. Thats why its slow.... Edited November 22, 2018 by juni3227 grammer fix 1 1 1 Link to comment Share on other sites More sharing options...
SchlauFuchs Posted November 22, 2018 Share Posted November 22, 2018 4 minutes ago, Saturnus said: Why exactly? How do you get dupes in there to sheer the dreckos? 1 2 Link to comment Share on other sites More sharing options...
ToiDiaeRaRIsuOy Posted November 22, 2018 Share Posted November 22, 2018 (edited) 2 minutes ago, tuordiel said: After patch fps dropped from 20 to 9 =\ mid-late game (50% of map digged). There might be a fix coming up, depending on what the developers need for logging tools. I have been in touch with ipsquiggle about it. Edited November 22, 2018 by ToiDiaeRaRIsuOy 2 Link to comment Share on other sites More sharing options...
Saturnus Posted November 22, 2018 Share Posted November 22, 2018 Just now, SchlauFuchs said: How do you get dupes in there to sheer the dreckos? I hear doors might work 3 Link to comment Share on other sites More sharing options...
Neotuck Posted November 22, 2018 Share Posted November 22, 2018 2 minutes ago, SchlauFuchs said: How do you get dupes in there to sheer the dreckos? Not hard to put a mesh door in the bottom corner for dupe access Link to comment Share on other sites More sharing options...
MorsDux Posted November 22, 2018 Share Posted November 22, 2018 I have noticed that my cool steam vent cooler method stopped working entirely. My setup feeds liquid to a chamber that is thermally connected with the steam chamber. The thermal connection method is tempshift plate - metal tile - tempshift plate. Link to comment Share on other sites More sharing options...
tuordiel Posted November 22, 2018 Share Posted November 22, 2018 Just now, juni3227 said: Preview build have debug logging code, which is removed in the main version. Thats why its slow.... Is there way to disable logging code? 1 Link to comment Share on other sites More sharing options...
SchlauFuchs Posted November 22, 2018 Share Posted November 22, 2018 1 minute ago, tuordiel said: Is there way to disable logging code? Yes, and it takes about 3 weeks waiting... 2 2 Link to comment Share on other sites More sharing options...
tuordiel Posted November 22, 2018 Share Posted November 22, 2018 Just now, SchlauFuchs said: Yes, and it takes about 3 weeks waiting... Haha, so funny joke (no). Link to comment Share on other sites More sharing options...
Ixenzo Posted November 22, 2018 Share Posted November 22, 2018 4 minutes ago, tuordiel said: Is there way to disable logging code? Editing a config file will do the job. Wouldn't want to advertise the process here though. 1 Link to comment Share on other sites More sharing options...
alown Posted November 22, 2018 Share Posted November 22, 2018 (edited) 18 minutes ago, juni3227 said: Preview build have debug logging code, which is removed in the main version. Thats why its slow.... I never had my game being so slow during a preview, They should have put the max debug mode on ? Maybe we need another version without all debug tool, in case the problem came from another things. Edited November 22, 2018 by alown 1 Link to comment Share on other sites More sharing options...
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