• Content count

  • Joined

  • Last visited

Community Reputation

15 Good
  1. Lumber stacks to 100t and then gets destroyed

    Tried dropping liquid gold into water (in small chunks so it doesn't become a tile), and there's definitely more than 100t on this tile. This is sandbox so it might be different. Does this mean quantum stockpiles might destroy material? EDIT: Seems like sedimentary rock stacks to more. Now using an auto dispenser rather than sandbox spawner.
  2. At the very least, a cool option would be to have the storage showing the top item stored, and "..." if there's more. Or just "..." if it's a mix of many things. Would make it easier to see and remember what's where. Another way, which might be confusing, would be to augment the look of the container according to what you choose to put in it.
  3. Would make sense if it required gas canisters filled with CO2. Would make for a good use of the canister filler.
  4. I was experimenting with using super coolant to cool down molten iron, in order to have high thermal conductivity and not rely on slow debris-tile interactions or low TC of gasses. However, a some point, heat stop transferring, way short of the temperature equilibrium. It might be related to clamping according to total heat difference, but the numbers don't even add up for that! For the iron, total heat is 100 * (273 + 1444.4) * 0.449 = 77111.26kDTU For the coolant, total heat is 10 * (273 + 132.6) * 8.440 = 34232.64kDTU
  5. It's full of slimelung if it had slimelung when you dug it. You can disinfect it with chlorine. Specifically an ore scrubber makes it easy. You can also make clean slime using pufts.
  6. Cannot build an oil well with a neutronium nearby.

    The bug here is in map generation, which should not place POIs in ways that overlap like this.
  7. I have a feeling they exist as a way to deincentivize players from using them in comfortable environments i.e. your base. You're *supposed* to ranch normal slicksters in high temperatures and molten slicksters in even higher temperatures.
  8. The in game text actually said "average conductivity values". Most people would think this is a simple average, but instead it's a geometric average. That said, when building, the text is different It also uses the old Watt notation for certain materials rather than DTU. One of the main differences between radiant and normal pipes, that is often overlooked by new players, is the building material. Normal pipe is made of rock (0.620-3.390 TC) while radiant pipes are made of metal (mostly 30-60 TC) and then doubled. The "lowest" is only taken when dealing with insulated objects.
  9. I personally prefer to not use mods. I've looked into the pliers tool before post and seems too strong as it removes the need for switches/shutoffs of most kinds.
  10. In general, it's not easy to locate critters and eggs, while plants are highlighted on the farming overlay. A critter overlay, with highlights and colors for wild/happy/glum/confined/cramped/overcrowded would be nice. Age, reproduction rate, egg viability would be nice as well.
  11. The sink fills with water and then empties.

    Click on the sink and watch the white info panel on the bottom right. It would list the contents of the sink itself. The "pipe empty" just means its input is empty, but it might still have a buffer stored inside of it (5kg IIRC).
  12. Might be connected to the bug where liquid pipe germ sensor sometimes show a negative number of germs?
  13. Most actions in the game require a dupe operation e.g. build, dig, toggle. All of these actions are easy to cancel before they are performed. Most of the operations that can controlled by the user are done through clear menus/popups e.g. set automation parameters, set storage filters. Most of these are easily reversible. These operations make it easy to plan out and undo as much as needed while paused. However, connecting two adjacent conduits (pipes, wires, etc) is done immediately by the user, with no way to easily cancel - a dupe must completely deconstruct one of the conduits and rebuild it - requiring work and possibly causing spills. It's easy to do by mistake, with possibly grave results. My suggestion is that both connecting and disconnecting conduits should be a work errand. It would require more work for those of us who build the conduits just to the final point and not connect them. Would cut on costly mistakes. Would allow us to split conduits without spilling their contents. "Empty pipe" would still be needed before deconstructing the pipes themselves.
  14. I think they already try to go to the rec room/printer when they are idle if it's reachable. Thought of that, but it won't work for people who send dupes to live in remote areas that might not have rec rooms or the printer. That said, it's still probably better than what we currently have.
  15. We've all had the situation where we want to deconstruct a tile, but instead break everything running under it (wires, pipes, vents...). I always set deconstruct to be just buildings and use the relevant overlay for the others, as it automatically switches to the correct filter. However, when loading the game, this value is always reset to "deconstruct all", causing mayhem if I forget to switch to "buildings only".