JahwsUF

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About JahwsUF

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  1. Regarding your SPOM request: I've got a writeup of two different ones in one of my Steam guides here: https://steamcommunity.com/sharedfiles/filedetails/?id=1359728437 The more complex one has a fairly detailed step-by-step, so hopefully that'll be useful for you.
  2. Absolutely this. In my current game, I'm at cycle 160 and still going strong on Coal Generators - with over 70 tons of Coal stored away! That said, I've kept a few isolated circuits that use Manual Generators instead, and around cycle 120 I started linking a bit of Manual Generator power into the main grid. Most of the early-accessible machines that can reasonably run from Manual Power do so. Maybe it's that I'm on a Terra map, where Coal is relatively plentiful, but still. The key is to optimize your use of Power and simply spend less. I've never been close to running out of Coal, let alone so quickly, when using a Smart Battery - but then again, I never go past 4 Coal Generators. They're perfectly fine and well-balanced, personally. Now, about resupplying Coal. Dupes will only resupply Coal when both of the following are true: The Coal Generator is "nearly out" of Coal - probably somewhere around 17% of original capacity. Most other stations work similarly - Mealwood plants have a 'capacity' of 30kg Dirt and are only resupplied once at least 25kg Dirt is needed; for Mushrooms, that's 12kg Slime capacity and 10 resupply. Even Oxygen Diffusers and Research Stations work by similar rules. The issue is that Coal Generators must be enabled to accept deliveries. If they go disabled before a delivery is made, the errand is cancelled and the Dupe finds something else to do. This is why Auto-Sweepers are extremely useful to pair with Coal Generators once available.
  3. I love how the egg management works - that's great!
  4. In my excitement for the upcoming official release of this game, I've started reworking my old text guides for the game. While there's a lot yet to be done, I'm happy to announce that my early-game guide is ready for launch! (Unless they change Terra map generation again. Plz no, Klei...) The link: https://steamcommunity.com/sharedfiles/filedetails/?id=1359110726 I'll be continuing to work over the next week or two to update at least my mid-game guide and the "construction patterns" guide, but those are going to be significantly more involved and will take time, so please be patient if you're looking for resources like this. My intent is for these guides to be useful as a reference. Watching video playthroughs can be useful when learning how to play, but often aren't quite as helpful when you want to quickly look up specific details. New in this version: I plan to start including edited videos in select portions of the guide where I feel they would make a helpful reference. There are a couple of small ones already in the early-game guide, but there will be some much more detailed ones in the "construction patterns" guide - I know that'll be a huge help for initializing SPOM-like setups. --- And that should about cover it! Hopefully I've covered about everything critical a new player might face with these, and I hope it'll continue to be a useful resource to the ONI community at large.
  5. The Planter Box continues to request fertilization material after it's been delivered, at least for Mealwood: I'm not sure if this affects any other combination. Discovered within a new game under the most recent hotfix (290443), but note that I hadn't started a new game since the preview's beta finished until this one.
  6. Sandbox mode broke a little bit with the new testing branch - resources are now required for any building construction, even in "Instant build mode." Resources aren't consumed, but if they cannot be accessed, buildings cannot be built.
  7. Personal suggestion for a fix - could we have the "quality of life" expectation replace that old value, please?
  8. [Game Update] - 277680

    1. The in-game description is actually pretty accurate these days. Based on the description, we should even be able to add power to a Heavi-Watt line safely from a hamster wheel through plain Wire, so long as the Heavi-Watt is on the 'low' side of the transformer. It's been described as a 'step up' and a 'step down' transformer in one. 2. If we ignore generators. Otherwise, the Petroleum Generator and Steam Turbine would both like to say hello. Honestly, I thought it was a minor bug that the battery was required - it didn't make sense to me that it couldn't fully supply the line before without the battery. (Aside from being a programmer and noticing the 1 kw capacity of the transformer, that is. That was a big hint.)
  9. Basically, the title. When an Outhouse has been visited 15 times, it still says "0 visits remaining" but does not go into the "Out of Order" state without directly triggering that from its properties.
  10. With the latest update, this bug still occurs, though not in as many situations. In particular, their mouths will not appear during break time conversations... until they have the "Took a Break" / "Talked with Friends" QoL buffs. (I'm not sure which of the two it is.) Once those buffs appear, their mouths come back and are restored for any further conversations during that break time.
  11. Apparently I'm treating my Mealwood really well... In particular, note the "Quality of Life: 4" as part of the plant's description. While I don't know the exact trigger, the QoL value will change to match that of the last selected Duplicant. As a result, the Mealwood plant appears to be quite the valued member of the community! It even has friends that it talks with, apparently. I guess those "Meal Lice" on the plant have their own little collective and bathrooms?
  12. Considering the amount of interactions the game provides with heat, I find it extremely odd that heat transfer is modeled very differently for mined/stored materials than it is for placed buildings and existing structures. To get to the point, examine this structure I built in sandbox mode: Insulated Abyssalite walls, Tungsten Metal Tiles, Diamond Tempshift Plates, and 2500 K Liquid Iron. For control purposes, ensure that the internal atmosphere is a vacuum. (Dupes can't exactly work/perform setup in the bottom chamber for the second experiment otherwise.) Basically, this chamber's designed to superheat anything in contact with the Tempshift Plates. Experiment 1: 'Placed' material test Simply place (using sandbox mode) a nice 1 ton block of -200 C Ice over one of the bottom Tempshift Plates. Watch as it melts and turns to Steam in a matter of seconds. Experiment 2: 'Mined' material test Place a Tungsten Smart Storage Compactor over one of the Tempshift Plates, then spawn a Duplicant within the lower chamber and place/mine 2 tons of -200 C Ice. Have the Dupe place it within the Smart Storage Compactor... and watch the non-results. (Also, consider deleting the Duplicant when he's done.) If you inspect the Compactor and its Ice (1 ton mass, since mined materials have their mass halved), you'll see that it slowly heats up by .1 C a tick on Fast Speed. Feel free to kick the Ice out of the Compactor (remove its storage permissions) - it'll still do exactly the same slow temperature crawl, despite being literally the same material. ---- Why is there such a dramatic difference in heat transfer? I've been wanting to build a Steam Turbine plant driven by meteor Regolith (which can be sufficiently hot), but the painfully slow transfer of heat prevents effective use of this strategy. It also prevents creation of an effective mined Ice 'melter' room. I used to think the problem was that I put too much Ice into a Storage Compactor, but this test proves that it's a different issue entirely.
  13. This also occurs when building a Pitcher Pump over Tempshift Plates. Curiously, we can build the Tempshift Plate behind the Pitcher Pump afterward, so it might be a separate bug.
  14. In my most recent game, sometimes more than one Duplicant will operate a Manual Generator simultaneously. It's likely worth noting that I've only ever seen this occur with the Manual Generator that's been attached to an Automation Grid. While the image I've attached has two Dupes stacked on the generator at present, I have seen up to four Dupes at once! Also, sometimes one of the Dupes will 'lock' onto the generator and glitch out, stuck in the role and frozen without any Power being produced. Fortunately, I can just use a "Move To" command to get 'em off and working again when this occurs.
  15. the kiln

    I've noticed a few more specifics on this that may be helpful. To keep it simple, it seems to sometimes store Clay and Coal after it outputs a batch of Ceramic, rather than deleting the original ingredients. I'm not sure what triggers this, as it seems to be inconsistent.