AndreyKl

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Everything posted by AndreyKl

  1. Suggestion: Automated Vent that can be disabled by logic and can be set to any 'max pressure' value up to 5Kg. Reasons: Normal vents do not work reliably in certain environments, for example my normal 2kg vent overpressured my base to 3kg, because small packets of carbon dioxide were passing by very often (at least I think it was the cause, oxyferns don't produce that much oxygen and neglectable amount of polluted oxygen was converted). Having externally controlled vent will fix the issue We obviously can use controlable valves, but they are not ideal for a number of situations (a bit of gas will get to vent either way and they need infrastructure to work and I had to deconstruct vents quite a few times because they can't be turned off) There are situations where player needs finer control or/and reaction speed. Or at least player can come up with such situations) I'm fairly sure this is easy to implement for noticeable benefit (flexibility). 2Kg vents to 20Kg vents is too much of a jump
  2. Slight update: Cycle 1500 on Arboria (and a 'funny' notification about pet 'rats'). The biggest issue so far: lack of clay/ceramics (using deodorizers to generate clay). Between, pips, ridiculous amount of water/pwater/salt water, huge amount of Lead and liberal usage' of steam generator the game was disappointingly easy. Pips - way to powerful, I use zero farms, a lot of food goes to waste. At least in previous games I needed to maintain farms, make sure I don't overheat those by accident e t c, in this game, even if some plants don't grow, I simply don care with how many I got without even trying... Liquids - I have a ridiculous amount of various liquids in form of multimple geysers/vents. Access to oxygen as result is not an issues. Lead - I'm not sure what to feel about this one. From one point, I like not having to process a lot of resources, from another I lost all restrains in terms of building cables and tiles... Lack of germs - in previous games at least slimelung was posing some challenge. I had two zombie spore sources, but those are trivial to avoid.
  3. 1. Start and oxygen issues Upon spawning I immediately went setting up initial toilets and beds, then I was planing to work at oxygen but noticed distinct lack of algae in vicinity and also that there was no sand, but some rust was visible. So instead of building oxygen generation I went for research and rushed 'rust to oxygen' processing and rock crusher. On top of those I made pips re-plant some Oxyferns at the bottom, moved beds to be near/above such plants and avoided getting more dupes for a while. Game was really slow because I could not support more than 3 dupes and 3 dupes (1 dedicated to research) can do only 'so much' work. Later 'care package' provided me 0.5T algae, and then I found some pockets of algae, finally reached rust and salt, so situation stabilized. Note: I'm fairly sure new player won't know not to spawn new dupes, won't immediately figure out a way to 'abuse' pips and likely won't go for research so fast == dupes will suffocate First ~50 cycles were very slow for me Oxyferns need to mention in in-game encyclopedia their oxygen generation, and if it will be affected by being in plot or under 'farmer's touch' I also noticed that trees require large amount of work so I disabled tree harvesting. searching 'time' and 'cycle' in in-game encyclopedia brings no result (I haven't played for a while), yet 'domestic growth' of Oxyferns is per cycle, while oxygen production is per second. Nature preserve is overpowered early on, I just got +6 bonus instantly with minimum effort. Suggestion: Either add a warning for new players to start from easier asteroids or swap oxygen diffuser with Rust Deoxidizer for this specific map. Players expect for their early tech to be usable (devs won't set them to die, right?). Please add 'Cycle' article to encyclopedia. 2. Early to mid game and the Grill My population grew slightly and pip-planted mealwood was no longer sufficient, so I researched grill, only to find out that it had only 34(mush fry was not listed) receipts, first receipt for preserver mealwood (thus useless short term) and neither meat nor frost buns were available to me in usable quantities, mush fry is still emergency food even if dirt is a bit more accessible. As I understand it, grill is now 'mid level' tech, yet it provides no advantages to either early or 'mid' game since it is a bit too early for ranching, or for using 'wheat' as reliable food source (at least not without high frost-bite risk). I'm fairly sure new players will expect for grill to be at least useful. it might be better to have a bit more option than just mush fry (and new players might not print mush bar, so won't see the receipt) 3. Consequences of 'vent-rich' map I explored less then quarter of the map (probably less) and I already found 3 cool slush geysers, 1 leacky oil, 1 cool steam, 1 salt water, 1 natural gas and at least one more unknown, this amount of vents is simply broken... Natural reserve is way too overpowered... Upd: Late-game the biggest issue for this map: lack of clay. Producing it from pwater is slow.
  4. Automated Vent

    I mostly agree, but mechanical vent that can be closed (preferably via automation, but even manual one will do) will be really convenient. The only way to disable vents currently is either to have shutoff/valve before them or to deconstruct vents completely, neither are convenient even if they can be made to work for most cases. Most machines can be disables, vents can not.
  5. Cooling.

    Nice setup, never considered that we can force hatches to cook themselves... But I meant usage of shove voles for cooling... I did use hatches for 'cooling' at some point) And I'm not sure how hatches provide cooling in this case? Is their mass sufficient to truly provide cooling or do they eat output of the volcano before suiciding?
  6. Cooling.

    That's not entirely true. Critters usually halve mass they consume, so if you feed hot ore to hatch you don't only get rid of ore, you also get rid of heat. (I was feeding my volcano's output directly to hatches and they were perfectly fine consuming 1000C+ ore) Critters output their 'products' at their body temperature (coal from 'volcano' processing was cool enough for me to use, also I was feeding molten slickers 30C CO2 and got 120C petroleum as result... a noticeable heating) Some critters have significant mass input and output (hatches can consume 140kg/cycle), which is enough of a difference (70 tiles worth of oxygen can be cooled) It is entirely possible to set up a loop where a single critter will consume hot ore and will provide cooled output. The problem is - how to use it. You will have to carefully measure what, where and when you are feeding to your critters to not raise their internal temperature and get cooled output. P.S. Shove vole can consume 4.8t/cycle, so in theory they are extremely efficient for cooling or heating purposes (i.e, feed it 10t at 200C, get 5t at 100C, or whatever body temperature it has). But I doubt anyone will use Shove voles for cooling since you need both the critter and the mass for it to consume, both might need to wait till player reaches surface and by that time player has steel and likely plastic to build a turbine.
  7. Actually 2kg, however it still has couple benefits over a room with normal vent (like not needing walls or power), so it acts as very decent buffer. There is second vent with 20kg max pressure, it wins ~2 times over tanks in terms of capacity per tile, but you still can place tank in gas storage room and room still needs walls. And door pump wins over everything else (I have a nat gas room door-pumped from geo-vent with over 50kg of gas per tile and it keeps growing). From my point of view current tank is fine as is. However I won't mind smaller version with smaller capacity and a 'full' signal). Or tanks' capacity being depended onto material. P.S. There are ways to trick vents to get higher pressure, but personally I find that to be too cheaty, at least door pumps work roughly like they would in real world (sans having pressure limit) That's one huge snake) Not really practical, you can set up door pump with 'unlimited' storage in much smaller space. Having such high capacity is not practical, it takes way too long to empty. 150t will take 40 in-game cycles to fill or empty. On top of that, if you decide to move 150kg tank you will get an 'ear popping' area, if you decide to move 150t tank you whole base might get over pressurized. Not safe for new players and not easy to move in this regard.
  8. P.S. In OPs post there is a bug report, in there user posted basic compactor system (second comment): high priority compactor, low priority dispenser, and it doesn't work, however that system use 'accessible' storage, so its a bit different case.
  9. Potential workaround: 1. Place a low priority smart compactor that blocks door to storage-hole when half-full. 2. Another high priority one to block dispenser when compactor half-empty. This way dispenser won't empty storages, unless they are full, and dupes won't top storages off.
  10. 1. Dispenser won't stop until storage is empty which is the problem, this system stops it. Dispenser does not respect storage priority, so even if storage is of higher priority than dispenser, dispenser still empties storage. OP asked for a system that leaves 20t inside storage and rest goes to dispenser. Do you have a better suggestion of stopping dispenser before it consumes all ore? Normal storage bit+dispenser will result in storage bin being completely emptied leaving no sandstone for dupes to build with. 2. I might have misunderstood this part when I read it first time. According to OPs requirements, dispenser won't be dropping ore to be 'swept again', ore will be dropped into hole where dupes can't access it. Aka: early quantum storage. Dupes will just collect tons and tons of ore under dispenser and ore will stay there. (not that this part is important… there are a number of ways to implement this system) How is this related to dupe logic? The problem remains even with sweeper - dispenser does not respect storage priority, thus empties everything.
  11. 1. Compared to dispenser by itself: - Dupe that moves 1t of sandstone to dispenser from area 500 tiles away will have to travel 5000 tiles, because dupe will have to do job 5 times (5*(2 directions*500)). - Dupes that moves 1t of sandstone to compactor 500 tiles away and than from compactor to dispenser travels 1000 tiles of first trip + 30-100 tiles of 5 trips from compactor to dispenser. So having a compactor is more efficient time wise and dupes rarely mine less than 1t of material (usually more), trained dupes lift 1t on average. That's a lot of a bonus and the more material your dupe can carry in one setting the more of a bonus you will get. 2. This suggestion was not about efficiency but about solving issue OP is having (aka no sweepers, but I need a buffer). P.S. If you happen to have 153kg of sandstone somewhere, dupe will still deliver 200kg to dispenser from compactor, but this part can be improved, like: disable dispenser when storage is at 15t, enable at 20t, so that dupes will be encouraged to optimize.
  12. Dispenser will be full, so dupe won't see the "Sweep item into dispenser" job, only "sweep to compactor" job. Example: we have a compactors with 9.9t of sandstone, and dispenser which is full, but not dropping (because compactor is blocking dispenser). Now, you mark 1t of sandstone for sweeping (or pick it up automatically), dupe goes long way to the mining area, picks up 1t, goes long way to compactors, delivers sandstone. Now compactors are at 10.9t. Compactor changes state of dispenser, dispenser starts dropping, dupes go to compactor and deliver from compactor to dispenser, which is a very small journey. Eventually compactor drops below 10t and blocks dispenser again. There still will be a chance for a dupe to try delivering 200kg from afar to unblocked dispenser, but it can be avoided as well (like locking a dupe with compactor and dispenser or by confining your cook to base and forbidding anyone else but cook access to dispenser), but it might work right as is with right priorities (if job of delivering to compactor is higher than job to delivering to dispenser, dupes should first deliver to compactor and then from compactor to dispenser).
  13. If I remember correctly, there are mini-pumps, they have same 'pump area' as normal pump and as result you can pump out all gases, install a mini-pump over liquid and mini-pump will pump liquid without touching liquid. On the down side, it will eventually overheat from own heat generation, but it will last much longer than normal pump (not important if setup is temporary and there might be ways around that implement 'cooling cycles' where you isolate mini/normal pump from liquid in some way, pump gas in, cool liquid-pump, pump gas out)
  14. Dispenser drops only once it has signal, so: place smart compactor, connect signal output of smart compactor to automatic dispenser (through And gate? depends onto you system), set smart compactor to emit signal when full (or better - half-full, see below). Result: when compactor is full sandstone will be dropped, when compactor is not full dupes will store sandstone in dispenser first, but dispenser won't be emptied and as result the rest of the sandstone will go to compactor. The biggest issue with such system is that it moves ore by 200Kg, yet trained dupes can move a lot more mass around, so: 1. I wouldn't recommend setting compactor to emit at full, better to use some low value, like 10t and low priority and set up a secondary normal compactor nearby with lower priority and rest of the mass, this way if dupes decide to transport 1t of sandstone, they will be able to (because second compactor still has 10t to go), instead of moving only 200Kg to top it. 2. Compactor to dispenser still is limited to 200kg, which means more running for dupes, this will need sweeper earlier or later, but having sweeper means that you can build more energy efficient system, so this suggestion is temporary at best. But since there is no more permanent thing than temporary, use at your own discretion) P.S. to clarify, do you mean a hole as 'not accessible to dupes' or 1-2 tile deep one, that will still be accessible? Second case probably will need two compactors. I assume it is the first, since otherwise you won't need a 20t storage nearby.
  15. That list can use a bit more uses, personally I barely use it. Howhever having favorites or some kind or adaptive list (i.e. shows materials that decreased over last period and/or are at risk of being consumed within some peroid) sound like nice idea.
  16. I had a couple situation where 'automated tank' that works identically to Smart Storage would have been very usefull. Example A, Output: I had a "Slush gazer->Metal Refinery->Insulated Tank->Water sieve->water storage" early setup. It worked excellent for small orders, but failed miserably for large ones: the problem is that "Water sieve" is very slow so after each Refining operation it takes some time to filter out pwater from tank and so hot pwater stays in pipes and refinery, heats up surroundings. A "smart tank" that reports green signal when water is below some level would have solved the issue very well - turn off refinery when no space in tank. Obviously there are workarounds, and better setups, but I think this option still counts. P.S. later I just started pumping oil from my steam turbine setup to the refinery and dumping heated one back (turbine started working non stop) Example B, Rationing: if we need exact amounts of liquids and gasses (like steam for rockets or coolant for refinery) we can use automated valves and pipes, like: place 10 pipes, valve on each side, open input, close output, wait till it fills up, close input, open output... Such setups are possible, howhever they have a number of issues: 1. setup doesn't distinguish miniscule amounts, so it can't accurately judge that there is exactly 10kg of liquid in this specific pipe, only 'there is roughly 100'. as result using such setup for rationing 'tile values' is very hard to achieve. 2. precision. since setups can's distinguish 1kg from 10, it can misfire. 3. speed - it waits to colelct liquid/gas prior to sending it further and some setups have to work slower, like 2kg/s to achieve needed values 4. size... and Automated/Smart liquid/gas tank would fix all/most of these issues, like sending exactly 999kg of water or 690Kg of gas Example C, Smart buffer. Sometimes we want to either have a reserve of fuel for generator or to switch something off when generator is running low, so we place a smart gas tank, it collects, lets say 50Kg of hydrogen and after that reroutes the rest to freezing chamber. Or opposite - when ethanol tank is running low, we turn on backup power source
  17. Issue is not limited to 4k, I see the same issue at my '2560x1440' screen.
  18. Thanks, this explains quite a lot of problems I had. Also of note: dupes ignore priority assigned to items they need to sweep and instead act based on priority of the storage (which is stupid and problematic if you need to urgently pick up this specific item) P.S. A shame we can't at least switch input and output modes for storages, like input: sweep only/no sweep/storage exchange/any/none and output: storage exchange/tasks/none, would go a long way towards better inventory organization. Same should go for prioritis, storing and input priorities should be separate, so that dupes will sweep to specific storage due to high 'sweep only' input priority, then extract en masse to other storage with higher storing priority.
  19. It goes both ways. Lower orbit has lower speed yet significantly lower orbiting period, as such it can be used to reach, for example other side of the planet far faster than staying on high orbit will allow (when you want to be faster to reach something on other orbit you deselerate to go lower, then accelerate again once you are close enough, the lower your orbit, the faster you reach your 'destination', but fuel sometimes limits how low you can go). Similar for gravity assist - it depends onto circumstances, can be used to save fuel or to reach target faster. Either way, more fuel still means faster travel (as long as mass stays same). Upd: Scenario in line with ONI In case we are in asteroid field, and have 2 asteroids on similar orbit, asteroid A ahead of B, to reach A from B we have to lower orbit first, the more we lower it (not indefinetely obviously) the faster we will reach optimal intersect with A and then we increase orbit back to actually intersect. If we want to reach B from A, we do the opposite - we increase orbit (and speed) to go slower, wait until 'intersect' point then decrease orbit back to intersect. Basically, in between asteroid on similar orbits: the more fuel we got, the more we can change orbit, the faster we move.
  20. In most cases it is still possible to make trip shorter if you have fuel to burn (ex: by adding some low orbit in between or by using that fuel for acceleration maneuver via some other large stellar body). +1 also would have been nice if there were some more 'space' researches (ex: rockets would have benefited from industrial rail storage for unloading; heat syncs that 'exchange heat' with machinery that is built above them, despite there not being atmosphere, would have been very useful in space)
  21. [Game Update] - 357226

    I hope they won't start dying off now, like pacu do... Pacu in cold (6C-9C)/hot(30C-34C) water occasionally give birth to tropical/gulp and they freeze/overheat to death. Thus population slowly reduces. Wow! I'm going to assume that we no longer need to wonder, what that port on the cockpit do) Can we get couple more dupe names please?
  22. From [Game Update] - 357226: Added two new meteor showers, one with Copper meteors, and one with Gold meteors. I think this solves the issue) P.S. My 'Geoactive' map is ridiculous, gold, copper, magma and gold volcanoes are present, and I already stopped counting cool slush geysers.
  23. Well, steel definitely takes a while to produce and sometimes to set up... lets just say that on current map single turbine setup is the only one that currently use steel aquatunners and I probably won't be building new ones any time soon. P.S. Nature preserve is a bit overpowered. It is not that hard to find 4 natural plants together so I had instant +6 morale for all my dupes. Would have been much better with morale bonus that depends onto plant variety, size, e t c
  24. [Game Update] - 355385

    I meant this: This is medical bed (triage cot), so tooltip is clearly wrong - it doesn't assign skills. It should be something like "In perfect health" or "has no injuries". Also I feel like all those medicines should be applied while on the triage cot, not eaten personally, and shouldn't have immediate effect. P.S. Something is clearly wrong with sweep errands, I have sweep only free storage that accepts all seeds, seed with yellow alert sweep errand, and nobody picks the seed up.
  25. I'm playing Arboria now (cycle ~200): First 50 cycles. Were slow, annoying, but not hard in any way (but I expect unexperienced players to die since they won't know not to print dupes). Pips+Oxyfern solved part of early oxygen problem, but I had to limit myself to 3 dupes and fast track towards rust deoxidizer and rust (the slow part, because 3 dupes). 50-150 cycle. Expanded dupe count to 6 over this period. Slight food problem, at first solved with farm, then with pips. Spent dozen cycles getting to fossils and then some time producing steel. By the end of cycle 100 I had somewhat functioning "cool steam geyser" to oxygen conversion. Found 1 cold slush geyser and one salt water geyser. Byt the end of cycle 150 my electrolyzer had aquatuner based cooling and was running without issues. 150+ found 2 more cold slush geysers O_O. Preparing for crab and dreko farms. Sufficient to say, that I don't expect any oxygen or overheating issues due to amount of cold polluted water. Estimate: Slightly challenging start. Easy mid game. I expect it to be frustratingly easy late-game, may be sans coolant production.