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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.
       

blash365

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Everything posted by blash365

  1. I have set-up a conveyor filter row at the top part of the map. (see attached savegame) For some reason the correctly-connected conveyor stops moving packages into the first filter after a few packages. As you can see in the tooltip, the conveyor part is empty and stays empty. autostoreheat Cycle 1294.sav
  2. Game breaking Update

    Well, it is wrong. So, why not put op back into reality. It is neither a "basic feature" nor a feature for "most games" on steam. That is a fact. He can surely ask for the feature, but the way he posted his _first post_ on this otherwise constructive forum was pretty unconstructive.;)
  3. Game breaking Update

    Alright, i see that i should have written 10 instead of 5. My point still stands. It is just "a few", not "most".
  4. Game breaking Update

    So that's 2 games. And i am quite certain that you would have troubles making it up to 5. What the OP said was that it is a "basic feature most games of steam provide". That is clearly not the case, even if some dev studios chose to keep their old betas accessable, which would still not have helped the OP, since he is playing on the trunk.
  5. Game breaking Update

    Yeah, damn those devs shipping us free updates with new content and performance improvements. I think it's a clear case for geneva. Before your head explodes: Wait for your mods to be updated to the latest version. And in case you actually want to help the devs out, list the mods you are using and attach a save game. They are reading the forum and there might be an easy fix. But then again,
  6. [Game Update] - 396726

    Did i miss something or should this be the conveyor filter? Oh, damn. This might screw me up alot. I have still alot of my materials stored in single cells.:/ Does it cap by material or in total? Just as some kind of feedback. My save-game sizes are: 19.10.2019 - 12.887 kB 20.02.2020 - 13.259 kB 21.02.2020 - 13.583 kB ... 25.02.2020 - 15.114 kB 25.02.2020 - 14.191 kB 26.02.2020 - 14.496 kB 27.02.2020 - 13.775 kB (resaved the old file) So the file-size still seems to go down by almost 1 MB in both of the recent file-size patches.:D
  7. [Game Update] - 396529

    Thanks for all the recent performance updates. They have already improved my game quite a bit. Still alot of delay between dupes picking up tasks. But it is already alot more playable.:D
  8. There are connections, because there was conveyor movement before, there was conveyor movement after rebuilding the "white" conveyor piece (only a few tiles, then it got stuck again) and there was conveyor movement after reload. Also the diamonds were not filtered for, so they should have moved out of the green connector anyway.
  9. Not too long ago (see link below) the issue about a missing reset port on the counter was raised and the devs quickly added it to the device. Just a while back, on the livestream another player suggested that the counter should also count backwards. It was even added before the preview went live. These reactions are phenomenal, but i am afraid that we are not with the counter done yet. And frankly, the endresult of a 1x3 counter does not quite feel oni-ish as well, because most automation buildings are alot smaller than that. 1x2 just felt the right size. My use-case: i am using an isolated living area for 32 dupes. Whenever my dupes leave that living area, they have to use one of my 32 exo-suit docks. For several reasons (modulization, space constraints, etc.) i have opted to go with 4 8-dock entrances for my dupes. This feels like a good trade-off to me, because i'd imagine that my dupes would simply enter from where they are coming in and leave to where they want to go. The problem is that only 8 dupes can leave from every exit. This is a reasonable contraint and i could even add additional docks to aleviate that issue. However the problem is when the dupes want to enter my living area. For the first 8 dupes, everything is fine, but as soon as the 9th dupe enters, his exosuit will be dropped to the ground, forcing me to manually find the unoccupied dock of the other 24 and order a dupe to supply the exosuit back to the original entrance. To workaround this issue, i have restricted access to every of my entrances to only 8 dupes. This neglects them from choosing their optimal entrance and even when only 4 of my 8 dupes who are assigned to one entrance/exit have left my area, nobody else will be allowed to use the ports, leaving 4 suits on that entrance/exit vacant. My hope was that someday (tm) i would be able to do an automation that would restrict access to my entrance/exit based on how many dupes have passed in each direction. Something like *gasp* counter. By now you might have already caught on to my problem. One direction is fairly simple: install pressure pad, install counter, wait for dupes to pass, done! But that is only the counter in one direction of the passage. To correctly count how many docks are currently vacant, i would have to increment for every dupe, who leaves and decrement for every dupe who enters. Ofc, i could simply add 2 counters, match their ribbon wire output, if it is even, reset both counters and work some other logic magic to extract the correct number of vacant docks on a third counter. But i would opt for a better counter interface. My suggestion: The counter should have 3 inputs (bear with me, erika, you wont have to make a 1x4 counter). One input to increment, one to decrement and one to reset. And of course the ribbon output of the currently displayed number. It should also keep the checkbox to choose whether the counter should mainly count up or down (effectively swapping input-1 and input-2). But i would also like to bundle all this functionality in a ribbon wire input. This would allow the counter to still be 1x2, it would add an additional incitement to use ribbon wires, it would still leave us with 1 unused input port for future use and it would allow us for a blueprint of automation tech progression. The out-of-the-box counter should come with the build-flag (from the livestream), outputport (livestream) and single-input (increment/decrement based on flag). As soon as ribbon wires are researched, the single input wire will still have the same functionality, but it is also possible to use a ribbon wire as input, allowing us to decrement (or increment depending on build-flag) and reset. As already suggested, this blueprint could be applied to other buildings with automation-ports as well, further integrating the ribbon with the oxygen prison. Examples: rocket out: ready potentially: ready, fueled, manned in: start potentially: start, request astronaut battery out: sufficiently full sufficiently full, full, empty pipe sensors: element/temperature/mass matched matched, no measureable value
  10. Point taken. Apparently i was unable to read the settings screen correctly.;)
  11. after reloading the savegame, a diamond dropped from the position (not sure if it was the first element on the conveyor rail or the one moving into the empty spot. In any case, it shouldnt have dropped down. Added another savegame. buggedconveyor.sav
  12. Sorry, for being persistent, but it doesnt. i have 12 unused exo-suits in compactors. You can clearly see that there are 17 now. I also have a notification about my suits being dropped at the checkpoint. The vacancy setting doesnt work for me.
  13. A while ago, i posted a build for a storage room (see below). It ran fine for many cycles, but eventually the loaders and sweepers caught so much heat that they broke. After many repair-jobs, i grew tired of it and tried a different approach where the storage room would be in a vacuum. Which might have the side-effect of having a positive impact on performance, because there would be less temperature calculations. However, while the material itself might be properly isolated, the original problem is still the same. My sweepers and loaders will overheat after a given amount of time, because of their inherent heat generation. Does anybody have a smart and convenient solution to keep these devices cooled?
  14. This is correct. But that is also what the testing phase is for. I am throwing it out here, so that we can discuss it once more. Because apparently it wasnt discussed until the end before. If i am not mistaken, this feature is already built-in the current counter. No need for a logic link, because adjecent counters will already increment/decrement each other. At least that's what i gathered from the livestream.
  15. Alright, i'll give it a try then. Thanks so much. My use-case is botched then. But the counter feedback is still valid.;)
  16. I highly doubt that, because that's exactly what my exosuit checkpoint is configured as.:/ Or did the behaviour change in the last ~2-3 patches?
  17. But the hydrogen would then be heated up by the dumped ores and heat up the sweepers even more.
  18. That applies only to the direction of leaving the area (taking an exo-suit). I have a problem with dupes reentering, dropping their exo-suit to the ground because there is no dock available. But maybe another checkpoint-mode would also help here.;)
  19. For that i need atmosphere though.:/ I dont quite like the liquid drop method. I think, i will opt for a hydrogen room or an oil bath instead. Already working on a separation between filter/chute area and sweeper/loader area.
  20. Another idea would be to allow robominers to mine through open doors. That would still not fix all my problems, but might be a more in-universe approach.
  21. The robo-miner is already very nice, but there are some scenarios, where it lacks certain comfort. Example 1: when mining the meteroids from the top of your base, you either have to place them on the ground, where they will overheat or at a ceiling, which will be loaded with piles of meteors that you cannot mine easily. Example 2: when mining meteors from a rocket silo, they will eventually be overheated by the rockets thrusters, whenever there is a rocket start. Suggested improvement: It would be very convenient to add another higher tech of the robo-miner or mount-tech to place the robo-miner on. It would be 2 tiles of wall with a robominer on one side (2x2) and a blocked space on the other side (2x2). With an automation port you can then flip the robot to the other side of the wall. This would allow us to create cleaner constructs and have an better destinction between the work area and the cooling area of the robot. Maybe there are even other usages for a flippable wall-mount. And finally, it might even look oni-funny.;)
  22. Copying settings between different storage compactors is already pretty convenient. But every now and then, i find myself building a conveyor loader and a related storage compactor (in theorory also refrigerator) for whom i intend to use the exact same filter criteria. Unfortunately i cannot copy the settings between the two. It might not be trivial, since the loader can theoretically receive more materials than the compactor (e.g. refrigerator stuff), but my approach would simply be to only copy applicable settings and setting all non-applicable ones to false. This would still easy the effort a bit.
  23. Afaik there is no clean and easy build to get natural gas (!) without space material, since it is a very complex process. First you need to heat the oil up to 538°C. That part can be easily done with a volcano. But this produces only _sour gas_. The sour gas needs to be cooled down to around -50°C afterwards. Again something you might be able to do easily individually, but the hard part is to get the hot sour gas from the heating area to the cooling area without heating it up too high and without impacting the heating process with your cooling. There are several builds on this forum though. Some use no space material, some use only a bit. First one is my fav.
  24. Good points. But i think, that it is still a pretty sizeable update for the team size that was working on it. Thanks for your work, guys.;) P.S.: We expect everything in the DLC to have a reset port!