stoeberhai

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About stoeberhai

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  1. i think having a specific requirement for certain processes is a great way to implement - flavor, importance and usefulness to the single resources and - struggles/difficulties/objectives to the game. having to hunt for specific resources makes me want to explore the planet and space.
  2. and that's a false assumption. i didn't restart because of steel. in fact i had plenty of it; also two working petroleum rockets, niobium, isoresin and fullerene. even gold. what i didn't have: wolframite. so it simply felt like a dead-end. however, you can do plenty of stuff with steel, thats true.
  3. no way this is intentional since it limits your colony. gold is the early case but it also applies to wolframite on other planet types. i had to scrap a ~600 cycle colony because there was no way to obtain the latter. this makes the lategame tech pretty much unachievable. removing specific material requirements is not the solution but they should make sure that these specifics are guaranteed to be obtainable. if there is no gold volcano then there should be gold on the first row of planets; tungsten somewhat later. i'm sure they will address this issue at some point
  4. you can get rid of the pumps by building the whole branch below the surface and using a vent system (atmo sensor with buffer gate and unpowered automatic door)
  5. dropping a ton of oxylite in front of the rocket is mildly infuriating (let alone the problem that they keep delivering it even if the target amount is reached). dupes should finish their last supply/store job if they already grabbed the material. maybe even toggle jobs.
  6. indeed. they just circle useless amounts.
  7. i changed it to two pumps per side (one per 5 hydros) since the feeder pipe is somewhat limited and there will be alot of backlogging which is a time consuming factor. basically, more pumps are faster. i just made it for the upper ten height levels but the system is scalable. the valves are set to x = 10.000 / (sum of valves) this system is "dumb" and constantly running tho. but you could connect all pumps with a switch or sensor to manually de-/activate the "leveler". or use alot of automation to check if the same amount of hydros are active on both sides.
  8. in each tank: - one pump pumping to the other tank - a hydro sensor for every (relevant) height level - each hydro sensor connected to a liquid shutoff with a liquid valve - the valves diminish the throughput to the other tank so the throughput of the pump depends on the amount of water in the tank. eventually the pumps will be the same or brute force: one pump on every height level, pumping to the other tank.
  9. with filter gates you can check if something happens for a certain time. for example: is a pipe empty or full for X seconds
  10. i also had problems with fuel resource consumption. the primary system is hydrogen, secondary system is ethanol. since the ethanol generates more power than the hydrogen generators, i had problems with hydrogen filling up to the gas filter which stops the oxygen supply. this leads to the necessity to manually deactivating the ethanol gen' every now and then. there is also the problem that it might not be enough power generation with one system being deactivated. so i automated my energy system too. the left smart battery has the standard setup (on: 6% , off: 98%) and controls the whole power generation. the left gas pipe element sensor checks, if there is no hydrogen for more than 3 seconds. if this is the case, the SR is switched on and the secondary system is enabled. it is reset if there is hydrogen for more than 3 seconds on the right gas pipe element sensor. this prevents the hydrogen from backlogging too much. as a bonus: the OR works like an emergency system. the right smart battery has a different setup with 3/98. if there is a power spike and the hydrogen energy generation is not enough, the secondary system will activate in any case. there are other ways though. you could also connect certain batteries with certain generators per automation wire and set them up individually. for example the ethanol battery can be set to turn off at 50, so the rest of every battery is loaded by other generators. but that might need a bit of fine tuning.
  11. guys...start a new game.... planet selection new dupe selection ...
  12. Yes, thats what i meant. The amount of generated instances, not mass. Right, i figured out what i was missing. I somehow totally skipped this information: Now it makes sense to me, when they rebuild the surface. Cant wait to see how this works out. Hopefully we are able to do something like this: WIP
  13. i thought the number was right and the outcome is somewhat random (like any of these three possibilities; 14kg of regolith to 70 kg of X). since this would mean there is a risk of generating more regolith but also something useful. they fixed it to 50% but this is even more confusing. at a rate of 50% element to element conversion you will never let these things eat dirt or iron ore and their only purpose is reducing the amount of regolith by 7 kg per cycle?? it would be easier and cpu-friendlier to just reduce the amount of regolith that is generated. unless there is something im missing
  14. It is eating 14 kg/cycle of regolith, dirt or iron ore. Im guessing the "outcome" is random and not a 1:1 element conversion, because i dont think that more regolith is needed...
  15. The robo miner sadly only mines 50% amount too. Would be great if it could gather more than that, like 75%.