KittenIsAGeek

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  1. I don't understand all the fuss. I've done this in the past and its rather simple, though does require a little bit of micro-management. The first thing is I dig out the room, then I build tiles in the places where plants won't grow. Finally, I build ladders over the rest of the spots, except for the location of the first couple plants. On one of the tiles, I build a storage bin, in which I put the seeds I need, and on another tile, I build a critter drop off. After the setup, I move a few pips into the room. Then periodically as I'm doing other things, I check to see how the pips are doing. Within 5 to 10 cycles I have three nature reserves set up with trees -- provided I have all the seeds to start with. On maps with limited seeds, it takes a bit longer to get things set up. Either way, it really isn't that difficult if you prevent pips from planting randomly and only uncover the next tile in line after they have filled the previous.
  2. Abyssalite doesn't have a conductivity of 0. It has a conductivity of NEAR zero. This is a crucial difference. You CAN change its temperature slowly using thermal plates or metal tiles and very high (or very low) temperatures. However, it is also flagged as an insulator -- so two tiles of abyssalite or an insulated tile against an abyssalite tile will not transfer any thermal energy due to rounding the transfer to zero.
  3. Hah. I totally forgot about the odd-ness that is OneDrive.
  4. I've used a similar method for transferring large amounts of power to areas of my base that needed it. Normally I use a large transformer (or two!) that is capable of transferring 4kw down a line to a battery. Once the battery is full, automation connects it to a transformer that sends the power to where it is needed. Here are some examples: Power from slugs into the grid: Hamster wheel power! High power to local grid: Some notes if you're going to use a switched network: 1) A battery doesn't count as a consumer for the purposes of power calculation on the line, so you can recharge a battery using 20kw of power on a small wire. 2) Transformer inputs (high side) DO count as consumers, so the wire connected to the high side must be able to support the potential output on the low side. For example, if you have a large transformer and you're using the full 4kw on the low side to charge a battery, then you must use heavi-watt wire on the high side or you'll burn out the wires. 3) A battery connected to a battery will not transfer power. It needs a "push." So your design needs to be battery --> transformer --> battery in order to recharge the battery at the end of the line. 4) You can do straight switched networks without transformers, but I've found that using transformers helps me control how much power gets used per grid. Its very easy, for example, to put 3kw of consumers on a single regular wire and suffer burnouts that are hard to track down. Anyway, hope this was useful.
  5. If your dupes encounter even 1 germ, they will do this. That germ can be on the food, or on their hands. Also, they'll give the icky animation if they eat food that is stale.
  6. This is definitely an option! I've had a lot of fun playing around with different asteroids and different features. Some were definitely much more difficult than others. I've also enjoyed trying to correct problems in a failing base. It just depends on what mood I'm in when I play.
  7. Are we talking about the "Spaced Out" rockets? Because they already 'sort of' have what you want. You can research solid/liquid/gas modules that are built onto your launch pad and connect with ports you can build inside your rocket. Then when you're on the launch pad, you can pump out the polluted water and CO2, and pump in clean water and O2. If you want to do the recycling inside your rocket, you don't really need modules -- you just need to be creative. I've used an oxyfern or two, for example, to recycle a portion of the CO2 during longer flights with the small cockpit module.
  8. Yeah, I haven't seen a lot of variation in the geysers on the starting asteroids for Spaced Out. The swamp ball will have a frozen brine and a cold slush geyser close enough to freeze your base out if you're not paying attention, and the terra asteroid should have a cool steam geyser close enough to cook your base. However, in both cases, the terra and swamp asteroids are linked together, and you can usually start transferring materials between them by cycle 50 or 100. So you can pipe all that nice icy slush over to Terra to cool down the oil biomes.
  9. Without more information, there's not much advice I can give that would actually help. However, I can think of a few situations where this might occur: 1) You're actually out of space on the drive the folder is in. This can happen when your home directory and your game's program directory are on different partitions or different drives. Double-check that the specific partition your game folder is on has space available. 2) You're "virtually" out of space. Sometimes Windows (and other operating systems) will reserve a portion of the file system for an on-going activity, or an activity in the immediate future. For example, reserving enough space to dump system RAM when going into sleep mode, or space that is occupied by trash. Usually when this occurs, the amount of potential free space is reported instead of the actual free space, meaning that your drive appears more full than it actually is at the moment. This is the preferred behavior. I have also, in rare situations, had the system report the actual free space instead of the potentially free space -- in which case it appears that I have space available, but my drive is "virtually full" due to reserved space occupying all the available free space. Often restarting the system will solve this problem. Emptying the trash can or clearing your cache can also help solve this issue. 3) File or folder permissions do not allow the game access. In this case, your program itself doesn't have permission to write to the drive. The program should report a write error, rather than a free space error, but it could go either way depending on how the operating system tells the application that it can't write to the folder. If you "Verify Integrity of game files" from the Steam Library properties for ONI, you should get an error if Steam can't write to the folder. You should also try running the game again, even if the verify function doesn't report any errors, because its possible that it corrected the issue. 4) You're out of RAM. Yes, I know, your error says out of disk space, but I've had really odd things happen when I've had applications taking up more space than I have available RAM. A good way to test this is to restart your machine, close any apps that are automatically restarted (on my system, that's Slack and Telegram), then check how much available RAM you have. For example on my machine, with everything closed, I'm using about 2gb of RAM. With ONI running, I'm using around 8gb for my current map. Since I have 16gb of RAM, that's fine. Things get hinky, however, if I open 100 tabs on Chrome while also running ONI. I haven't gotten your particular error, but I HAVE had the operating system claim I'm out of disk space when I wasn't.
  10. There's a bug causing a crash when mods are subscribed but not enabled. When the "Preview" screen appears, before you can click through to the main menu, the game will crash. The solution was to unsubscribe to all mods in the steam community, then re-launch the game. Subscribing to mods causes the crash to recur. I don't know at this point if it was a specific mod or not.
  11. The mouse-over tool tip info is missing for certain elements in the element view. For example, both sulfur and abyssalite do not show a tool tip on the elements (F4) view. Attached is an example. Thus far, I've only noticed these two elements. There may be others, but none are present on my map.
  12. I've been away for a little while, but I must say that I'm enjoying all the changes that have been made. Thank you, Klei, for all your hard work. ONI is an awesome game. Some particular changes that I've appreciated: Fixing some of the heat-transfer shenanigans; making insulated pipes different from radiant; and new since I last played are the solid transport filters. I'm excited for some of the new changes listed on your road map post. Have a great weekend!
  13. This is also an issue with regular wire. For some reason, running a wire at its rating is considered "overload." Here's how to consistently produce the problem: Build generators that can provide over 1kw of power. Connect a battery and the high side of a 1kw transformer. Put a battery on the 'low' side of the transformer. Turn on the generators. While the battery on the low side is charging, your 1kw wire will overload. However, if you remove the transformer, the generators will recharge the battery at full power without overload. SS with automation disabling the transformer: In fact, you can have up to 999 watts of power consumed on the line without the line overloading -- even if your generators are producing more than 1kw of power to recharge the battery. Once you cross that 1000 watt load threshold, however, you will start to burn out. You can also prevent the burnout by removing the generators from the circuit. So: Here's the bug as far as I can tell. A battery is only capable of providing power that is being used by a load. A transformer has a maximum power capability depending on its rating (1kw/4kw). Batteries do not count as a load (and never have), so you can recharge them at any rate without overloading a wire. You can also recharge them at any rate while you have 1 watt less in power consumers than the rating of your wire. However, once your load hits 1kw, any power produced by generators on the line that exceeds that amount is suddenly considered overload. You're able to charge a battery with 3 hamster wheels without overloading a 1kw wire, even though they're producing 1200 watts. You're also able to run a full 1kw load through a small transformer without overloading that same 1kw wire. However, the combination of a battery, generators, AND load will burn out the wire. I think this has something to do with how batteries are used on the 'low' side of the transformer. Specifically, you can put a full 1kw load on the low side of a transformer and still recharge the battery. I haven't done any tests to calculate the rate that power goes into charging the battery, but I suspect its 1kw, meaning that while a battery on the 'low' side is charging, the transformer is actually "consuming" 2kw of power from the high side. Since batteries don't count, this part of the load is never shown. It also doesn't appear to trigger overload if there are no generators on the "high" side of the line, despite the rates of recharge being identical. It also doesn't trigger overload if the generators aren't capable of producing more power than the line can handle. Instead, it is only the combination of a battery, generator, and full transformer load that causes burnout.
  14. My documents folder has always been redirected without any problems. Maybe this is an issue that only affects those using Windows operating systems?