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About TOOK14

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  1. I had tungsten rails and wires melting in a creative save of mine, but I assumed it was a bug of some sort, as it was only a couple specific tiles that would melt, even though they wern't in the hottest places. Also I didn't bother to record anything about that save, though I still have it if it's worth digging up.
  2. @goatt Weird, I used to run a setup very similar to that, but post nerf I couldn't get the timing to work right without power, and even powered it destroyed a significant amount of gas, and was woefully under performing regardless. Perhaps I gave up a bit too soon, or the differences between mine and that one are important.
  3. Does the door pump still work reasonably? I thought it destroyed large amounts of gas. Regardless, The main issue with door pumps from my experience is the same issue as gas pumps, but even worse, The steam turbine moves so much steam that the gas can't disperse fast enough to keep up, no matter how quickly you try to move it once it reaches the edges of the turbine's tiles. This is worse for door pumps than gas pumps because door pumps require more space than gas pumps, and even with 12+ pumps I couldn't keep up with a single steam turbine.
  4. @goatt I make the whole room a vacuum with a gas pump and the liquid airlock in the bottom left corner, then build the little wire bridge chamber, then after everything is built, I fill the turbine room. It's a bit labor and time intensive, but it's a maintenance free system if you set it up right. @nakomaru Thank you for pointing that out, but that's not why I have that aquatuner in there. The tuner is there because turbines are a good place to concentrate heat to be dealt with, not because aquatuners are an efficient source of heat for the turbine. Regardless, you are right, and I'm technically a bit off topic. Also, just for completeness, the radiant pipe radiator to the right is how I cool off the petroleum I use for my metal refinery just off screen, which I find to be an excellent solution for survival.
  5. I find steam turbines are only really good for one thing, and that's deleting heat without exploit or pumping mass into space. There is actually no way to use pumps to move enough steam fast enough to prevent under pressuring some of the time. That said I find this to be the best setup to use steam turbines, cooling both an aquatuner and my refinery coolant, the trick here being the two layers of hydrogen on top to push the steam down, avoiding "underpressure". The simple way to measure out everything in survival is 2 reservoirs of hydrogen, and 1 ton to 1.1 tons of water, using automation to take direct control. You can consider this an exploit too, but nothing here isn't an intended mechanic, aside from maybe the position of where the turbine detects pressure, and probably the tiles choking off some fans, but so much about turbines needs tweaking, I find no issue working with what we have now, and I will be happy if/when it is improved.
  6. Post expression update, dupes will sometimes get stuck in expression loops, and while some of the more onerous examples have been dealt with, others seem to be overlooked. I currently have a dupe about to starve because they are stuck in a loop of: pick up food>eat>interrupted to run to breathe(they have slimelung and there's a tile of CO2 I can't get rid of)>scrape tongue>wobble>pant>wobble>pick up food>repeat. This loop has been going on for a few cycles now, and there's nothing I can do about it ATM. Another example is: go pick up something at the bottom of a ladder>hit 50% air while climbing back up>go pant nearby>go back down the ladder to pick up the same object>repeat until something overrides the delivery work order, that particular loop is the bane of my existence, because I like building around a few long, centralized ladders, rather than some zig-zag pattern. Last example, which I'm sure you are probably already working on, is dupes looping the shocked animation for half a cycle straight when they dig out a giant column of regolith. My suggestion is simple, put a cap on how many expression animations can be qued within 5-10 seconds, and let dupes hold their cargo when they "move to safety". There are other things about this I could get into, but I think those two changes are a mix of the most important, and easiest to change(I think).
  7. I have made a discovery! Sweepers will not take from a receptacle to load a conveyor on the same line, presumably to prevent infinite loops, but you can bypass it with a conveyor bridge. This still does not explain why it wouldn't load a storage container, and yes I did have it on a tile, figured out they nerfed that trick. I can at least confirm this solved my egg dropper problem, not sure how well known this little quirk is, but it's news to me.
  8. So I noticed that my pufts were not reproducing as they should, and I tracked the problem down to my egg droppers, yet I cannot find any reason why they should not work. The weirdest part is only some of the egg droppers don't work, as my dreko hatcheries are doing just fine, while my puft and hatch ones are empty, eggs dying in the conveyor receptacle. I have tried rebuilding the sweepers receptacles, various storage types to call for the sweeper to pull the eggs, and reloading the game multiple times each, so unless this is some new bug that makes sweeper arms not work in specific locations on the map or something, I don't *think* this is a bug. Can anyone find something I missed? Am I blind? Am I going crazy?(Probably, but that's a separate matter AFAIK) and the save file Q1 Test.sav
  9. Plenty of people here giving great advice, but I want to throw in my view on it, even if most/all of it has already been covered. I find the most important things to optimize dupe work times are the priorities, sub-priorities, pathing restrictions, and one way travel like fire poles and tubes. It is important to use both the priority window and the sub priority tool wisely. I try to keep all my work orders within 5-7 sub priority, reserving 8 and 9 for critically time sensitive and emergency dupe rescue respectively, while reserving 1-4 for complex build planning and conveyor setups. As for how to set up the priority spread, everyone has their own way, and while some will work better than others, it's highly dependent on how you play, but I generally keep to a simple 5 setups, cook+tidy, research+operate, ranch+farm, build+dig, and supply+storage, and I put combat, toggle, care, and life support on high for EVERYONE(and disable art for all but the most creative dupe, once they train up). I totally admit I could do better with priority, but I'm sticking to the K.I.S.S. principle on this one, and it's seen me reach sustainability past cycle 1,000 every time with little trouble. Also, in case it has been missed, you should REALLY enable proximity once you start venturing out of the starting biome, which is a little mechanic hidden in the top right corner of the priority window. As for pathing restrictions, doors of any kind are your friend, as are atmo suits and jetpack suits. I personally don't use individualized restrictions much(but I do still use them), but one ways doors and temporarily making doors impassable have done wonders for me. Aside from that, I find reaching out to access far flung resources like geysers and oil to be made much less headache inducing when you have a hearty atmo suit setup. I have the core of my base set up to have only one entrance, so my dupes are always in a suit when traveling most of the map. Yes dupes move slower when in suits, but not having to worry about slimelung, cold, heat up to standing in lava, or pumping oxygen into every corner of the map, more than makes up for that, and they will get faster as they level athletics, which is leveled by walking around. Also an atmo suit tends to give them a full day of air if they get stuck somewhere. I find jetpacks to be a great convenience for the surface, so dupes can go gather iron freely without worry of being stranded by meteor strikes, but jetpacks are a set speed, which is pretty slow, especially compared to veteran dupes with a 10-20 or higher athletics skill. In the pic above you can see a bit of my suit exchange room, so dupes hang up their atmo suits and don jetpacks when they want to go from atmosphere to vacuum, and vice versa. The last thing I'd like to mention is how awesome fire poles are, and transit tubes to a lesser extent. I always set up poles next to my highest traffic ladders, and it does drop dupe travel times in a very noticeable way. Transit tubes look like they'd be the best way to move dupes around, but in my experience they are more trouble than they are worth in many circumstances. Transit tubes cannot be built to overlap with any other building, so crossing ladders, or through rooms becomes troublesome, and plastic has a melting point of 150c, making them risky to use in space, the oil biome, or around most vents/volcanoes. Past all that the transit tube entrances cost quite a bit of power, making it expensive to place more than a couple of them in terms of both power and metal to run the wires. Overall it's better IMO to just run one tube from your base straight up a temperature stable shaft to somewhere around the surface, and just use plastic ladders and fire poles everywhere else you want to lower travel times. Other things to keep in mind are plastic and refined metal tiles also increase move speed, and with metal tile's massive decor score I invariably end up spamming them everywhere once my income of refined metal builds up beyond my building needs(suuuuper late game).
  10. IT WORKS! I did install a map mod for extra large maps some time around automation I think, but it never worked, so I forgot about it. Thank you so much! Only took me 2 months to get back to you >_<
  11. output_log.txt DxDiag.txt Oddly enough, my PC throws up "Windows can't find '...Klei/Oxygen Not Included\Crashes'. Check the spelling and try again." So no DMP file :< Did I need to fill in something at the "\..\" part of the address? If so, why didn't I need to for the output log?
  12. Ok, I did not see this post until now, my bad, and yes it's still happening, even now on QoL MK1. I did submit a full support ticket with my specs, and have submitted crash reports numerous times. What is a .dmp file, and where do I find it? My PC specs are: CPU: intel i7-7700k RAM: 16GB OS: W10, 64 bit GPU: Geeforce GTX 1080 founder's edition Game is installed through steam, on a SSD, and I do have a HDD should that matter. I have over 2k hours in this game since oil update, and I am very intent on getting this fixed. Fortunately, a kind soul did send me a save file so I could continue playing. Just let me know what I can do or what other info I can provide, I will be making a point to check this post every day for the next few weeks.
  13. Whenever I try to start a new game, as soon as I select a difficulty, the game instantly crashes. I am, as of now, unable to play ONI in any capacity, as I tried deleting my previous saves in an admittedly foolish attempt to solve this issue. I am willing to cooperate in just about any way to help solve this issue ASAP.
  14. Crash still not fixed

    I have the exact same bug in my current save. I'm mostly certain it has to do with the command capsule somehow duplicating/not launching properly with the rest of the rocket, and when the rocket returns and tries to occupy the same space as the ghost version, the game instantly crashes. It seems nearly guaranteed to happen if you save with a mission in progress, but I also am experiencing crashes anytime I try to start a new world, so my testing ability is extremely limited. Radical Dump.sav
  15. I have the same issue, I can no longer start new games. As soon as I select difficulty, the game immediately crashes.