llunak

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About llunak

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  1. It would be very useful to have a temperature range for materials stored in specific storage compactors, in addition to the current filter of allowed materials. Currently it's rather easy to e.g. overheat the base when duplicants start bringing in materials from hot biomes, or collected from volcanoes. Currently there's no way to distinguish e.g. normal copper to use and way too hot copper from a volcano, as duplicants will store material in whatever storage compactor they'll choose. I think this should be rather easy to do, just one slider in the compactor UI, this condition would be checked in addition to the material filter. To account for materials in storage cooling down, all materials in all storage compactors should be periodically checked and dropped on the floor if they no longer match (it'd be enough to do just once in a while, such as once per cycle).
  2. I expect this will again run into the problem that the sweeper first picks up all eggs and only afterwards delivers. But I've meanwhile solved this by using an incubator. I originally didn't want to, but I'm rather convinced this simply cannot work without an incubator. So the solution for this problem is simply adding an incubator with a higher priority than the loader. It will protect one egg from the sweeper and breed new hatches fast enough to keep the population alive. Then the sweeper and loader can do whatever they want, they do not even need any automation. The only automation needed is the critter sensor controlling the incubator (limit set to max-1 and a NOT gate between it and the incubator). So I find the critter sensor still bad for controlling collection of eggs, but at least this somewhat clumsy workaround works.
  3. Does somebody have a working automated system for collecting surplus eggs from the stable? Attached is my attempt at this in QoL1. With critter sensor set to 8 and the loader set to accept eggs, it should just work. Except that it quite doesn't, because the way critter sensor and autosweeper work makes it really difficult. With there being 7 hatches and 2 eggs, one egg should be loaded and transported away, but it will actually load both of the eggs.This is because both the sensor still counts eggs held by the loader or the sweeper as "in the room", and also because the sweeper first collects both eggs from the group and only then it loads them. Which means that it's unlikely that any egg would ever hatch, since in the time needed for it another egg will get laid and then they both will get swept. (Note that the save is created using sandbox, so there are e.g. not enough sweepers to cover the entire stables, but it shows the situation well enough). I already mentioned this in the announcement thread, and some people said that it of course will work somehow. But nobody posted an actual working solution, only ideas or mockups, and they just will not work because of the above-mentioned problems (people for some reason especially seem to miss the fact that the sweeper will first load both eggs, even though I stressed that fact; you can test it in the save). So, does somebody have a working solution and could you please post it? Preferably if it's a reasonably simple solution. I know people have already automated this in the past even without the sensor, but those were complex setups that presumably took hours to invent. I think if a task as reasonable as this cannot be done without extensive research then it is broken. PS: Note that the save also shows two bugs, the critter sensor not remembering its setting after save/load, and the loader getting loaded even when disabled by automation. But regardless of those I still can't see a reasonable solution for the problem. Test.sav
  4. Even if a conveyor loader is disabled by automatic, autosweeper will still load it. The only thing that automation controls is whether the item will be transported or not, but it seems broken to load a loader that will not transport. Steps to reproduce: - load the attached save - make sure to set the critter sensor limit to 10, so that it's disabled (that's another bug actually, the sensor does not save its setting) - set the loader to accept critter eggs - the autosweeper will load them Test.sav
  5. So why haven't you posted your working solution, instead of a (presumably) sandbox mockup? I've already written it twice. A sweeper first picks up several eggs and only afterwards it delivers them. So, again, what you suggest doesn't work. See, bad manners go both ways. I can easily take it from your replies that you don't actually want to help but just want to feel smug and superior. How did you possibly want to help if you're not even willing to acknowledge what I say?
  6. It'd be nice if (auto)saving was on the list of cases to consider, to avoid the delay at the start of each cycle. I expect it could be reasonably easy to do as well (the whole world model should be frozen during saving, so threads should be simple with read-only data, if the save format can benefit from creating its parts independently). Also, I'm curious, which systems of the game would inherently multithread poorly? E.g. most of the physics stuff seems to interact with cells only in a limited range, so I'd naively expect that having separate threads work on gases/liquids/heat/etc. in cell regions far enough from each other would in practice mean independent data (I have experience working with a spreadsheet application and in a nutshell that's a way how to get almost lock-less multithreading in such large datasets).
  7. I have tried building a new one and it doesn't change anything.
  8. How you even already tried the bloody thing? No, it doesn't. How is an egg picked up by a sweeper or transported away on a conveyor rail a potential critter? And even if it would magically hatch somehow in the room, it's still a much less likely case than the plain "use critter sensor for transporting away all surplus eggs". Even if the suggested workarounds would work somehow (I doubt it), this update is called Quality of Life, and so the simple stuff should be simple and if somebody wants it overcomplicated they can have it that way. Do tell. None of the things described here are simple, most wouldn't even work. Read again what I wrote, Not all additional, _all_ eggs get picked up. Too bad the egg will last only until another critter lays another egg, which will make both eggs get transported away.
  9. - Build something from a refined metal, e.g. iron. Build so much of it that you run out of this material. - The game will switch to steel as building material, even if other refined metals are available. - To make it even worse, it switches the material for all buildings, not just the one being built. This means that one can build from the precious steel even when not intended. This has happened to me several times and it's very annoying. The game should switch to other refined metals before switching to steel.
  10. Yes, and also this way the maximum number could be higher. Sometimes infinite amount is way too much but just 5 food items is too little.
  11. And some items are missing (Barbeque and Pepper Bread at least, beware if you have a late-game save). > Increased Automation: Critter Sensor outputs a signal based on the number of critters and eggs in a room It counts even eggs in any kind of storage, including sweepers and conveyor buildings. That means it's actually not usable for any kind of automation, since as soon as some critters die, they'll never be replaced. The moment there will be more eggs than needed for the maximum limits, sweepers controlled by the critter sensors will first collect _all_ eggs and only afterwards the sensor will turn off => no egg will last long enough to hatch. IMO the sensor should count only eggs in the actual room, not in any kind of a container.
  12. Holding left Shift to make sure ladders etc. are built straight works, but right Shift does not work anymore. I'm pretty sure it used to work before, first somewhen around the Ranching Update, and then after I had reported it at [1] it got fixed, but now it's back again. As I use the mouse with my left hand, this is actually a rather annoying regression. [1]
  13. Holding left Shift to make sure ladders etc. are built straight works, but right Shift does not work anymore. I'm pretty sure it used to work before, somewhen around the Ranching Update, when I last played. As I use the mouse with my left hand, this is actually a rather annoying regression.
  14. That's presumably a reference to Gulliver's Travels (https://en.wikipedia.org/wiki/Endianness#Etymology). I actually find it pretty amusing.
  15. Sometimes a rancher gets stuck calling a critter for grooming. If you watch Ruby (who's actually a rancher) in the attached save, he'll soon get stuck in this situation. If the relevant critter will be a hatch, it'll be stuck in a loop of jumping in a place. will not groom.sav