Moonshade

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About Moonshade

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  1. I loaded a save and my sandstone tiles turned to regular diggable sandstone. added the safe file Luna's Meatball.sav Luna's Meatball Cycle 35.sav
  2. well i just have one storage compactor which collects all seeds at prio 9. even if i get a new type of seed is found it automatically get added this way i don't have to babysit any plant. just need to have 1 dupe which has the storage on the highest prio too for it to get all seeds asap. (only work if you select all seeds. if you make a selection between the seeds a new type of seed won't be automatically added with the selection) though it is somewhat annoying you can't plan ahead with planting unless you got 1 seed at least.
  3. Well i made a bug report "exploit" about it some time ago, here it is. well in the past the same ting happened with transformers so i'm guessing they will do something about it? though the batteries might need a power intake limiter, since as it is batteries take all energy on the mains so as it stand we can't control power intake as "lawnmower man" said. electric power in this game is a little bit dummed down cause you don't do anything with current, voltage and resistance, and that's good since it would take a lot to calculate that all properly but. normally you put a ressistance in front of the battery that limits the current intake and prevent overtaxing the circuit. well they did change the power runoff from the transformers to 0j/c? in the past it was more energy effcient to use this smart battery exploit since 1 transformer had a higher energy runoff then 2 smart batteries. using this exploint now though means you lose more energy if the discription is correct. maybe they want to make the incentive this way from avoiding to use the exploit? well you'd still need a battery to keep the circuit up and control energy flow but you could lose less energy by building without this exploit. though energy doesn't tend to be a problem.
  4. well the right side values shows available material. if you hover over it, it shows how much you really got and how is much is allocated but it still ain't correct.
  5. Help Me 10999 Port

    would've been nice if the screens were in english but.try opening port 10998 to 11000 to open port 10999
  6. Water is too viscous

    it's not that CO2 is heavier. the movement for gasses and liquids are done in a first order system kind of way. water > pushes the CO2, and fails cause the CO2 can't go anywhere water doesn't push the CO2 and thus pushes the O2 in a chain reaction it only exerts a force on the CO2 CO2 > doesnt push up cause it's fine where it is. CO2 can't exert enough force to displace the O2 so it stays on the spot. if the water is already there the CO2 won't push the water away. (with the exception when a dupe walks by and releases it's CO2 content.) bassically it's ONI physics I don't think anything will be done about this.
  7. problem with the automation of the power shutoff sometimes start with a new build but also when I load the game the issue is also present even though it had been working fine for over a 100 cycles. the game was unpaused and already running a full cycle. it really is starting to bug me
  8. well livable range is a bit weird -50 to 25 while the comfort range is -20 to 5 the chances of a wild pacu to lay an gulp fish egg and that one being somewhere it survives is pretty close to 0 so i guess you're right guess near 0 poluted water is there favourite place to be. though it doesn't exist naturally unless by some of chance some small poluted lake with a pacu spawns on top of an ice biome and no abyssalite present XD now i wonder if they'd stay alive in liquid chlorine might try that out for fun XD water is a resource i use alot but this way i could keep more fishes maybe?
  9. Yep there is a min max temperature for things you build when the material go’s beyond those bounds the new building is set to those temperatures. i don’t think it has something to do for cpu usage. but maybe? cause you can’t specify what temperature range the selected building material can have they do this. Since let’s say we make a deoxedizer and they use iron ore that’s already 370K the new building gets overheat dmg upon build. Might be a gameplay/realism design choice. Though it wouldn’t matter for tiles so maybe I’m wrong about this.
  10. XD it simply can't live there i guess check livable range for temperature
  11. checked it out for fun but couldn't see anything going wrong? eggs get hatched, the baby critters stay in the incubators untill they reach adulthood and then they are ejected on the tiles the incubator is build on. maybe make a vid of it? as a solution to overcrowding you could make use of the auto wrangle option. and kill off excess critters in a critter friendly manner. that said in the save, the lowest stable was already overcrowded. I don't know if you know this but, when an egg hatches in an incubator a dupe will take the critter from the incubator and bring the newly hatched baby critter to the appropriate stable if available. so there is no need to place the incubators in the stables. *I wonder about the fish though **dupe might need the rancher proffesion?
  12. define work? or maybe they fixed it already. but my gas reservoirs don't output gas without a foundation. i dunno about the liquid though
  13. hmm true, but it is causing some confusion i guess. maybe the complete representation is wrong? they could keep the activation pointer fixed on top and turn the meteor in the option menu, so the representation is done the same as the time of day with the top left asteroid counter? anyway, the way it is, is correct. it's just not intuitive