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About WeSaidMeh

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  1. When releasing pressure the oil wells heat up from the hot nat gas and boils the water that is sitting inside, releasing steam to the environment. Placing some tempshift plates behind the oil wells to absorb that heat during pressure release does the trick.
  2. [Game Update] - 321393

    You guys missed out on an April Fools joke. Something like "added spiderman skill to the skill station a allow dupes climbing walls".
  3. [Game Update] - 309354

    Great job on the gas rendering. Looks really nice! The door artwork is great, except for the pneumatic door, IMHO. This door always had a "lighter" look and was great for room separation within the base without looking clunky like an airlock. Also, I appreciate that doors now block gases from space exposure, but shouldn't the pneumatic door be an exception to this in the first place? It's not an airlock and when gases/liquids can pass from one side to the other, why shouldn't they be affected from space exposure within the door tiles itself? This makes no sense to me.
  4. When using the Deconstruct/Cancel tool I usually have selected "Buildings" instead of "All", and I'm switching to the overlays to deconstruct/cancel other errands. However, after loading a game, the filter is always reverted to "All" and I forget about it, so it happens to me all the time that everything (including pipes/wires/automation) is deconstructed when I only wanted the building to be gone. A few months ago building material selection has been added to the save game. I feel like the "Tool Filter" selection for the Deconstruct/Cancel tool is a similar thing and should be saved, too.
  5. When constructing a new smart battery (or selecting a battery for the first time after loading a game), the texts for the sliders read "Break starts at" and "Break ends at" instead of "Standby" and "Active": . It reverts to "Standby" and "Active" after deselecting and reselecting the battery:
  6. You are in the automation overlay, I guess it's only there? It's the same for pipe inputs and conveyor ports when opening the respective overlays. I think this is intended, and as long it's just in the overlays, it's useful.
  7. This is odd. My rocket launched and the fuel indicator bar of my Solid Oxidizer Tank stayed in the hangar. And even more odd: My dupes are still delivering oxylite to it and the bar goes up! So it seems to be there and not there at the same moment. Mouseover doesn't show the tank, and clicking only gives me the vacuum tile behind it. I later tried to load this exact save state (where the rocket was on its way) to provide this state to you guys, but the bar was gone after reloading.
  8. Dupes choose jet packs when there is no reason

    That's great! Thanks for listening
  9. My jet pack dock is right next to the exo suit dock and the tube system. More often than not my dupes choose to use the jet packs to do tasks outside the base even when there is no need. The jet packs are rather slow, and my dupes can reach their destination 2 or 3 times faster using the tubes or even on foot. Why do they choose the jet packs? When I have a dig/build project, it’s often faster to just lock the jet pack gate and force my dupes to go in their exo suits. Even with the additional ladder building it’s faster in the end. I’m sure routes/paths are a difficult thing to calculate, and maybe the jet packs are the shortest route by a tiny bit, but definitely not the fastest. It may be more fun for the duplicants, but it’s really inefficient. Plus, it uses petroleum and produces additional CO2 when it’s completely unnecessary. What would be a solution? optimize route/path calculation: if non-jet routes are faster (not necessarily shorter), always prefer those. Maybe even add an additional threshold: Do not use jet packs unless it’s at least 20% faster. do not use jet packs at all unless it’s necessary: Only allow jetpacks for tasks that can’t be done otherwise, e.g. out of reach builds/digs. Maybe it could even be a setting in the jet pack checkpoint: Always allowed / Allowed when faster / Only when necessary
  10. Jet Suits not craftable

    Oh snap. It was the bottled petroleum. I had my petroleum lines set up, hooked up to the docks, everything. But I had none in bottles this run. So that's my fault, not a game issue, Bug report invalid. It isn't even in the list. This questions if hiding any recipes with missing resources (which is definitely different in the QoL branch) is a good idea. In this case, a player unaware of Jet Suits will never discover those if he doesn't spill (and mop up) petroleum at some time. That's odd when you think about it.
  11. I switched to the QoL branch yesterday (Q1-298192) and continued my cycle ~100 game. Today I've researched Jet Suits, crafted Refined Carbon, Lime, and Steel, but I cannot craft any Jet Suits. The Exosuit Forge only shows Atmo Suit as craft option. I've rebuilt the Forge, reloaded the save, restarted the game, but the problem remains. Was there a change to Jet Suits that's not in the patch notes?