augustinoi Posted December 2, 2018 Share Posted December 2, 2018 just 3 questions. 1) how to make mechatronics engineers build shipping itens faster, because they priority are operate not build. 2) there is a way to clean slime using shipping and automation only ? 3) how i do to make them use shipping priority. because they like to load up things to base. (no photo today ) Link to comment Share on other sites More sharing options...
Jasperism Posted December 2, 2018 Share Posted December 2, 2018 1) You can adjust their Priorities so they work less Operate jobs and focus on Build Jobs. Other that that, you can raise the priority of the Mechatronics-only build tasks 2) There should be multiple ways to do this - the Silme Distiller does not require any operation, just supply, so an Autosweeper can perform all of the related tasks. Slimelung on algae should die slowly, so you may use germ sensors to restrict access. You may also store the slime & algae in a chlorine room (have the slime compactor immersed in liquid to prevent off-gassing). 3) This depends on how you use the manual access option and the priority options - use the Priorities screen to make sure the dupes ignore compactors you want to automatically handle, and restrict door access to them if you must. It is better that to you show your current setup so more specific recommendations can be made. Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted December 2, 2018 Share Posted December 2, 2018 1) I don´t use mechatronics engineers, just architects trained as mechatronics engineer. (But I would love a change to make mechatronics engineers prioritize build shipping stuff over operate and electrical engineers tune up before operate) 2) Did some testing and with conveyor rails in a chlorine filled room: ~150 rail segments inside chlorine will desinfect anything passing thru this room (Don´t have the excat number of tiles here, but my test was "max possible number of gems to spawn" on just 1 kg dirt. So I was shipping packets with a couple million germs) No timer, no sensor and no duplicant interaction required 3) Like @Jasperism said it´s about how you handle your priorities. My most used solution to handle some problems regarding dupes interfering with my shipping orders is building some (locked) pneumatic doors. (They block dupes but not sweepers) Link to comment Share on other sites More sharing options...
augustinoi Posted December 2, 2018 Author Share Posted December 2, 2018 3 hours ago, Jasperism said: 1) You can adjust their Priorities so they work less Operate jobs and focus on Build Jobs. Other that that, you can raise the priority of the Mechatronics-only build tasks 2) There should be multiple ways to do this - the Silme Distiller does not require any operation, just supply, so an Autosweeper can perform all of the related tasks. Slimelung on algae should die slowly, so you may use germ sensors to restrict access. You may also store the slime & algae in a chlorine room (have the slime compactor immersed in liquid to prevent off-gassing). 3) This depends on how you use the manual access option and the priority options - use the Priorities screen to make sure the dupes ignore compactors you want to automatically handle, and restrict door access to them if you must. It is better that to you show your current setup so more specific recommendations can be made. 1 hour ago, Lilalaunekuh said: 1) I don´t use mechatronics engineers, just architects trained as mechatronics engineer. (But I would love a change to make mechatronics engineers prioritize build shipping stuff over operate and electrical engineers tune up before operate) 2) Did some testing and with conveyor rails in a chlorine filled room: ~150 rail segments inside chlorine will desinfect anything passing thru this room (Don´t have the excat number of tiles here, but my test was "max possible number of gems to spawn" on just 1 kg dirt. So I was shipping packets with a couple million germs) No timer, no sensor and no duplicant interaction required 3) Like @Jasperism said it´s about how you handle your priorities. My most used solution to handle some problems regarding dupes interfering with my shipping orders is building some (locked) pneumatic doors. (They block dupes but not sweepers) I will try chlorine room because fungal spore needs slime. Link to comment Share on other sites More sharing options...
KittenIsAGeek Posted December 2, 2018 Share Posted December 2, 2018 Slime generates slimelung bacteria. It can't be disinfected completely -- they'll just respawn spontaneously. If you're shipping it, send your rails through solid tiles. If you can't, use a bridge across the gap. Keep your 'shroom farm pressure over 1800 (I prefer 2200) and the slime won't off-gas PO2. Link to comment Share on other sites More sharing options...
Nitroturtle Posted December 2, 2018 Share Posted December 2, 2018 58 minutes ago, KittenIsAGeek said: Slime generates slimelung bacteria. It can't be disinfected completely -- they'll just respawn spontaneously. If you're shipping it, send your rails through solid tiles. If you can't, use a bridge across the gap. Keep your 'shroom farm pressure over 1800 (I prefer 2200) and the slime won't off-gas PO2. Is this really the case? I've been using mushrooms as my main food source in my last few bases. It sits in a chlorine room first until the slimelung is dead, then gets brought into the base near my farm in submerged storage containers. I've never seen the slimelung come back after it's removed. Link to comment Share on other sites More sharing options...
Neotuck Posted December 2, 2018 Share Posted December 2, 2018 1 hour ago, KittenIsAGeek said: Slime generates slimelung bacteria. It can't be disinfected completely -- they'll just respawn spontaneously. That's not true, if the germ count reaches 0 it won't respawn new germs Link to comment Share on other sites More sharing options...
KittenIsAGeek Posted December 2, 2018 Share Posted December 2, 2018 Just now, Neotuck said: That's not true, if the germ count reaches 0 it won't respawn new germs It used to, but then I haven't tested that for a few updates. Thanks! Link to comment Share on other sites More sharing options...
Neotuck Posted December 2, 2018 Share Posted December 2, 2018 1 minute ago, KittenIsAGeek said: It used to, but then I haven't tested that for a few updates. Thanks! Also Pufts are no longer a source of germs (even though the germ overlay says they are) any slime pooped by pufts have a 0 germ count Link to comment Share on other sites More sharing options...
KittenIsAGeek Posted December 2, 2018 Share Posted December 2, 2018 Just now, Neotuck said: Also Pufts are no longer a source of germs (even though the germ overlay says they are) any slime pooped by pufts have a 0 germ count OK, when did THAT change, because that's definitely a very useful thing! Link to comment Share on other sites More sharing options...
Neotuck Posted December 2, 2018 Share Posted December 2, 2018 4 minutes ago, KittenIsAGeek said: OK, when did THAT change, because that's definitely a very useful thing! way back in the Ranching update Mk1 at first I though it was a bug that would get fixed soon but so far it still hasn't changed Link to comment Share on other sites More sharing options...
KittenIsAGeek Posted December 2, 2018 Share Posted December 2, 2018 I definitely haven't been paying close enough attention to the germ changes. Link to comment Share on other sites More sharing options...
Lilalaunekuh Posted December 2, 2018 Share Posted December 2, 2018 34 minutes ago, KittenIsAGeek said: 35 minutes ago, Neotuck said: That's not true, if the germ count reaches 0 it won't respawn new germs It used to, but then I haven't tested that for a few updates. Thanks! Ok my test showed, if your chlorine room is big enough you will not encounter any germs on the other side. My "desinfection" rooms are big enough to handle the biggest possible germ count (more germs than the highest one you could spawn using debug mode alone). I am playing since germs were introduced into the game and I can´t remember any case where a material would create "new" germs after reaching the "zero-germ-mark". In my mind the only thing that "spawns" new germs is the morb, everything else is just an increase or decrease of an existing germ population. Link to comment Share on other sites More sharing options...
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