Serpher Posted November 24, 2018 Share Posted November 24, 2018 I've added an automation that "clicks" once and the timer consisting of Filter Gates set to 900 seconds will open doors under outhouses and start again, although it works wonky. I noticed morb spawn in range of 600-1300 seconds. Also appears that reloading the game resets outhouse timer for morb respawn. I've seen Morb : everything you need to know about it, but I don't get the automation there. Any tips? Link to comment Share on other sites More sharing options...
SamLogan Posted November 24, 2018 Share Posted November 24, 2018 With the new creatures sensor from the QoL Upgrade, it will be easy to automate the opening of the doors. When it detect a morb, it will send a signal to the doors. Link to comment Share on other sites More sharing options...
Iriswaters Posted November 24, 2018 Share Posted November 24, 2018 2 minutes ago, SamLogan said: With the new creatures sensor from the QoL Upgrade, it will be easy to automate the opening of the doors. When it detect a morb, it will send a signal to the doors. Not everyone is using the QoL yet, as it is pretty unstable. Link to comment Share on other sites More sharing options...
Neotuck Posted November 24, 2018 Share Posted November 24, 2018 Morbs spawn 1200s after a full outhouse resets from open doors Here's the mob farm I designed before QoL the doors open after a 1205s delay (extra 5s time to allow doors to open) then close after 30s to allow morbs to fall Link to comment Share on other sites More sharing options...
Saturnus Posted November 24, 2018 Share Posted November 24, 2018 This is one of those places a water clock is a much better option as it isn't affected by save/reloads. Link to comment Share on other sites More sharing options...
fishoutofwater Posted November 24, 2018 Share Posted November 24, 2018 24 minutes ago, Saturnus said: This is one of those places a water clock is a much better option as it isn't affected by save/reloads. Could you explain how save/reloads affect automation? Link to comment Share on other sites More sharing options...
ChickenMadness Posted November 25, 2018 Share Posted November 25, 2018 You can't get any more efficient than Neotuck's automation design. Link to comment Share on other sites More sharing options...
RonEmpire Posted November 25, 2018 Share Posted November 25, 2018 Dude. I'm making tons of Polluted Oxygen. with the water empty pipe trick. Way faster than the neotuck's design. What you do is have the polluted water pipe go to a bridge. but the bridge green end doesn't go anywhere. so what you do is empty pipe command and the dupe will continuously make water bottles. i'm stacking over 20 ton or more now on one tile of PW bottle that is making 800g/s PO2 right now (just from one bottle in the one tile). I got a row of them. I've got 80+ puflets in one room and 80+ puflet prince in another room above it separated. being feed with continuously PO2. 5 hours ago, ChickenMadness said: You can't get any more efficient than Neotuck's automation design. You don't need morbs. they're a huge lag for the game. Link to comment Share on other sites More sharing options...
Saturnus Posted November 25, 2018 Share Posted November 25, 2018 7 hours ago, fishoutofwater said: Could you explain how save/reloads affect automation? Try making the automation. Save/reload halfway through. It starts for the beginning again. Link to comment Share on other sites More sharing options...
Serpher Posted November 27, 2018 Author Share Posted November 27, 2018 On 24.11.2018 at 10:19 PM, Neotuck said: Morbs spawn 1200s after a full outhouse resets from open doors Here's the mob farm I designed before QoL the doors open after a 1205s delay (extra 5s time to allow doors to open) then close after 30s to allow morbs to fall Hmm I thought that it was 900 seconds? On 25.11.2018 at 8:02 AM, RonEmpire said: Dude. I'm making tons of Polluted Oxygen. with the water empty pipe trick. Way faster than the neotuck's design. What you do is have the polluted water pipe go to a bridge. but the bridge green end doesn't go anywhere. so what you do is empty pipe command and the dupe will continuously make water bottles. i'm stacking over 20 ton or more now on one tile of PW bottle that is making 800g/s PO2 right now (just from one bottle in the one tile). I got a row of them. I've got 80+ puflets in one room and 80+ puflet prince in another room above it separated. being feed with continuously PO2. You don't need morbs. they're a huge lag for the game. Holy crap! Need that try that! On 24.11.2018 at 9:55 PM, SamLogan said: With the new creatures sensor from the QoL Upgrade, it will be easy to automate the opening of the doors. When it detect a morb, it will send a signal to the doors. I'm waiting for that. QoL Update runs at 10 fps for me (compare to Stable 25fps) On 25.11.2018 at 12:06 AM, Saturnus said: This is one of those places a water clock is a much better option as it isn't affected by save/reloads. Honestly I don't get how it works exactly. If you had the exact amount of water to drip then yeah. Link to comment Share on other sites More sharing options...
Neotuck Posted November 27, 2018 Share Posted November 27, 2018 On 11/25/2018 at 2:02 AM, RonEmpire said: Dude. I'm making tons of Polluted Oxygen. with the water empty pipe trick. Way faster than the neotuck's design. 11 minutes ago, Serpher said: Holy crap! Need that try that! This is true PW bottles are way more effective than Morbs, also you don't have to deal with slimelung Link to comment Share on other sites More sharing options...
Saturnus Posted November 27, 2018 Share Posted November 27, 2018 2 hours ago, Serpher said: Honestly I don't get how it works exactly. If you had the exact amount of water to drip then yeah. Uhm no. it's the opposite, you measure the water and when an exact amount has been pumped then it triggers. Anyway, I made a comprehensive guide to making water clocks and counters here. Link to comment Share on other sites More sharing options...
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