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About zOldBulldog

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  1. Slicksters too? I once tried to keep wild slicksters confined in a tight space. The result was no eggs and a negligible amount of oil. Are you saying that you can domesticate them and place them in a confined space and they will still produce eggs (and maybe oil)? --- Anyway, more on topic: Knowledge, as others said. The excessive unrefined ore cost that goes with building automated solid material transport (because I would like to isolate different kinds of production to their own outposts, like a ranching outpost, a farming outpost, etc). The annoying lag that comes from exploring the base. The inability to create localized storage and making dupes deliver to it instead of running to the opposite side of the base to a storage unit of the same priority when there is a perfectly usable one right next to them.
  2. Thanks Saturn's, that makes so much sense now. Very clever way to use a ghetto refinery setup to supply heat for the pinchas. So, to make sure I understood right (and to help anyone else who struggled understanding) I will try to re-describe the water flows: Metal refinery: - Input directly from biome. - Output to infinite storage. - Skimmer output is the pipe through the middle of the refinery (cooling it a little) and merges into the infinite storage to lower its temperature to acceptable level for pinchas. Clean water: In from biome on lower left. In from water sieve on lower right. Out to cooling on lower left. Out to carbon skimmers on the right (I don't see them, but guessing they are at the bottom of the right ladder). Back in from cooling on lower left through radiant pipe and up on right to feed Bristle blossoms and toilets. Polluted water: From toilets up to cool the natural gas where more is produced. Drips down to cool coal generators and again to cool transformers before being pumped back into pipes. Pumped water goes left to pinchas and any overflow goes right to water sieve. At the pinchas farm, refinery infinite storage water comes from right, generator water comes from left. Refinery water feeds fertilizer plants first, with overflow merging with generators water before going through the tepidizer radiant pipe and from there to the pinchas. I see a bridge at the bottom right where the water comes in from the refinery infinite storage. I assume that directs polluted water first to the water sieve and sending the overflow (which is probably most of the polluted water) to the pinchas. Correct? I think that covers all of the water flows.
  3. I was able to follow this plan until about cycle 50, tried to continue a bit after that, but couldn't. Too much is obscured in the screenshots. For example, I could not follow at all the pincha pepper farm. The metal refinery confused me too. It is so compact that makes it look very desirable. But it would seem that the infinite cooling tank next to is all that is used. But that can't be... since it has to be cooled somehow or the polluted water will eventually overheat and sooner or later the refinery will melt. It would be great if there could be some more explanation from the pincha farm forward, but I noticed that Saturnus is no longer following this thread. I hope he stumbles back onto it.
  4. The priority curse

    I wonder if I will ever get to understand what dupes do. Please look at Cook Tidy Liam. He is at the top right bedroom. Idle. And yet his priorities say he could be tyding, supplying, storing... and there is a sweek command right around where he is. Why in the world is he not doing it?!!! EDIT: One more data point, even after exiting the game and reloading he is still ignoring the task and staying idle. EDIT 2: Have a laugh at my expense. It is the exosuit checkpoint I added but not ready yet to use... problem solved after deactivating it.
  5. I am still not clear about how this temp reset works. Do only materials over 45C get temp reset to 45C when constructed? Do materials under 45C retain their temperature during construction? So, let's say I dig material from oil biome (100-200C) and use it inside my base to make a farm, will the farm be instantly "too hot" and need to be cooled before use?
  6. Cool Steam Vents

    Reading this thread it is obvious that there are many different ideas, but a consensus seems to be forming about the "best practice" : If you have a special immediate use for the vent, use it for that. If you don't have an immediate use, take the water out immediately and put it into overpressure storage until you figure out what to do with it, so that you don't waste production. Correct?
  7. Do you mean that when you build something the original temperature of the materials is reset? To what temperature? I might have been pointlessly trying to store materials of different temperatures separate from each other. If it doesn't matter because of temp reset at construction I might just put them all together in a single dispenser pit and not only reduce lag but also make much better looking bases!
  8. The cramped mechanic is very annoying. I suspect that the only way to keep wild critters in a tight space is by making the room tall enough to prevent them from escaping but with an opening up top so that the room "is not closed" and is really sharing space with the whole explored space of your world. Of course, such an approach might work for "unlimited wild critter" rooms only for non-flying critters, as fliers might escape. Mmm... I wonder if a water lock might stop fliers from escaping without closing the room?
  9. The priority curse

    Thank you very much, that is exactly what it was.
  10. The priority curse

    Practical example of the problem. The coal generator is set to emergency. Each skill column has at least one dupe set to max priority on it. The only exception is research, but that is not applicable to supplying a coal generator. There is clearly a path to the generator (actually 2), used by the rancher between the first two screenshots and the 3rd. And yet... if you look at the 3rd screenshot, there are NO ERRANDS to supply the generator. Can anyone explain this to me? If not, can you please confirm that it is a bug? If this is a bug (which I suspect) it presents itself at random, exiting and reloading the game does not fix it, and in a scenario like this one - where you can't feed the generator - it makes the game unplayable, as in this example... it is almost guaranteed to make the match fail, even though everything was working perfectly up to this point.
  11. I decided to try your approach (with a random Terra map) and loving it so far. Reading ahead I see that you send the polluted water from the toilets to the top and that you use some of it to cool stuff. But I don't see a chlorine room. Are food poison germs not an issue? Or do you have a chlorine room up there to kill the germs and it is just out of the screenshot? Also, which walls are the sewage pipes in? EDIT: I *think* I see the sewage pipe go up from right below the oxygen diffusers, through the center ladder up to the top, empty on the top basin (germs and all), get pumped back up and fed to reeds (which presumably can consume it all). I am not positive but there seems to be a liquid sensor below the vent, probably to ensure that we leave at least "some" water in the trough.
  12. I do use a nursery. Unless it is an egg that goes to the egg cracker, my eggs go to an incubator room. The room also has 2 critter dropoffs. One is set to receive and hold an unlimited number of babies. The other is set to zero of the adults and auto wrangle. That way Eggs go to the incubators, hatch, drop to the ground, grow up, then are taken to either the adult stable or the kill room. In the particular case of the original post I made a mistake and 2 babies snuck into the adult room. One grew up and then got autowrangled. The other would just not get wrangled and I got fed up, so I ended up killing it. Yep, I am a filthy baby killer! What is interesting is that there is no problem wrangling a baby from the incubator to the baby dropoff, only from a regular room to a baby dropoff, even if you add a 0 baby critter with autwrangle to the room.
  13. I noticed that most of my critters get auto-wrangled fine, especially if they are in a room with a dropoff set to Max 0 critters and Auto-Wrangle Surplus. But I accidentally got one Slickster Larvae in the wrong room and it would not get auto-wrangled. Of course, once it grew up it git immediately wrangled. Is this a bug or intentional behavior? (even though I can't imagine why you would want auto-wrangle to work for adults but not babies, but anything is possible) Does it affect only Slickster Larvae or does it affect all babies?
  14. I never worried that we have 1kw, 2kw, 20kw and 50kw wires and only a 1k and 4k transformer. After all, on the consumption side you never really draw more than 4k, and if you need to feed a 2k wire you can just use 2 transformers from your heavy-watt bus to the conductive wire. And on the power generation side, most designs work fine if you use heavy-watt wires. But I just went to setup a manual generator bank using conductive wire and encountered the (well known) problem of batteries releasing power faster than the wire can carry, so even though the manual generators were producing less than 2kw, the wires were overloading before reaching the 4kw transformer that connected the setup to the 20k bus. Of course I was able to work around the issue, but the issue should not have existed in the first place and it will certainly stump beginners. The obvious fixes to the game design are to either add a 2kw transformer to the set, or to raise conductive wire capacity from 2kw to 4k. Are either in the plans?