kbn

  • Content Count

    95
  • Joined

  • Last visited

Community Reputation

278 Excellent

About kbn

  • Rank
    Junior Member
...

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Enable
  1. I think the flaking is caused by the Abyssalite tile on the right. According to the wiki, the heat transfer efficiency of gas to solid is 25 times higher than that of liquid to solid. The hot steam heats the abyssalite tiles slowly, but the cold pw does not cool the abyssalite tiles. As a result, the abyssalite tiles slowly heat up, and when the boiling point temperature of pw is exceeded, it is presumed that flaking occurred.
  2. Yes, it's correct. I chose the ribbon lighter because it's kind of cool. Rather, from a practical point of view, I think the 0.1s filter gate / buffer gate, which can be made faster than the ribbon lighter, is better. No, the reason I use the XOR-gate / ribbon writer combo in the first image is that it needs to detect falling edges as well as rising edges. Falling edge cannot be detected only by Signal counter [count: 1, advanced mode]. However, the Signal counter / Not-gate combo can detect both rising and falling edges. (But it's better to use the XOR-gate combo than to use this)
  3. If you want to control the automatic dispenser with an automation wire, you need to supply power. However, the automatic dispenser is a facility that constantly consumes 60W when it supplies power, so some people may be a little dissatisfied with it. This method may be able to help those who are dissatisfied. When the power supply is cut off, the automatic dispenser is fixed in the open / closed state at that time. In other words, if the power is turned off in the open state, it will be in the open state all the time, and if the power is turned off in the closed state, it will be in the closed state all the time. (I believe this is the correct behavior, but is it a bug? Forget the information on this topic if it is fixed as a bug in the future) Use this to save power on the dispenser. In addition, the build below has a simpler structure, saving only the power consumption of the closed state. Perhaps in most cases, the purpose of controlling the automatic dispenser is to eject the accumulated items with a specific trigger. In other words, I don't think it's necessary to keep the automatic dispenser open, so this simple build will suffice. The automatic dispenser and power shutoff are controlled at the same time, but in reality there is a 0.2 second delay before the power shutoff shuts off the power supply, so the power is shut off after the closed state is reached. Therefore, it works without any problem. By the way, both builds guarantee a 0.2s green signal with a buffer gate. The reason is that the minimum 0.1s green signal does not supply power normally. At least in my environment it worked fine for 0.2s and above. It may be safer to set a slightly longer value (eg 1s).
  4. I managed to make it smaller. However, the placement of this sensor may be illegal.
  5. There seems to be a new bug where liquid flaking destroys the tiles above. Liquid flaking is simply a mechanism in which when a liquid touches a hot tile, it instantly evaporates 5 kg, ignoring thermal conductivity. See here for more information on flaking. So, 5kg of gas is generated by liquid flaking, but it seems to be a bug that if there is a tile there, it will be destroyed. In the OP case, liquid oxygen touches the relatively warm insulating tile on the right side near the ceiling, causing flaking, and the gaseous oxygen generated there destroys the metal tile above. This is my guess, but it's probably a new bug that's caused by fixing this bug in the test branch. By the way, this new bug seems to be able to be destroyed even with neutronium tiles. As far as I know, this is the second way to destroy neutronium in survival mode. (One of the methods is this or this.) One more thing, I said that a bug "destroys" the tile, but it's probably "pushing out" to be exact. If the surroundings are set to vacuum, it seems that there are cases where only the contents are pushed out and moved without destroying the tiles. (However, the direction in which the tiles are extruded may be random, so I'm not sure if this can be controlled intentionally.) Well, I'm not sure what it is anymore, but anyway, this bug causes unintended tile destruction and I hope it will be fixed.
  6. I think that's the temperature of the vacuum (-273.2C). If you click on that tile a few times and check it, you will see that the natural tile on the back side is not a diamond, but a vacuum. This is the same as the empty tile that is created when you try to fill a room with a liquid or gas using the sandbox fill tool and you accidentally fill it against an artificial tile. This empty tile displays the temperature of the gas or liquid behind it as it is, so if there is a vacuum behind it, the temperature of the vacuum (-273.2C) is displayed. Mass deletion due to liquefaction is what it's causing, however I'm not sure of the detailed mechanism of whether it's going to be tile removal or empty tile.
  7. I increased the storage bin by one. With 5 Storage bins, 4 people have more time to move, but there seems to be no other change. Perhaps.
  8. It's just a guess on my part, but I had a feeling that there was a bug (or a spec) where multiple pick-up events to the same target, or multiple delivery events to the same target overlap, and those animations end early. I have prepared another example. Maybe it's a hint. I prepared several Duplicants with the same movement speed and let them carry the debris. If you look closely, you can see that the animation is shortened only when the pick-up and delivery overlap. With this, you can see that the four people starting from different points are gradually aligned. Next, I compared the time it takes to distribute the material to the monument base with Auto-sweeper.
  9. Due to this phenomenon, there is a difference in storage work speed. Maybe it's not a bug, but I can't tell, so I posted it to the bug tracker just in case.
  10. I found a slightly interesting phenomenon. Sorry if it's a known one. The work of storing debris in storage is more efficient if multiple people do it at the same time. Perhaps more accurately, doing it with multiple people will reduce the animation time for pick-up and delivery. If you try it with Auto-Sweeper, it's easy to see the difference. By the way, it seems that two Auto-Sweepers are still faster than the one that speeds up by shining light on one Auto-Sweeper. Just in case, I posted it on the bug tracker. But I thought maybe this was a deliberate specification designed to create a synergistic effect of collaboration.
  11. Yes, I generally agree with that. The benefits of automation are labor savings, but the Duplicant workforce isn't that expensive. Construction costs are high due to the large amount of airlocks used, and it will be difficult to recover the initial investment paid with the savings of cheap labor. Maybe this is a future build. A future world where Duplicants have revolutionized and become independent of the players, gaining human rights and forming their own society, and the cost of labor is exalted. In that world, this build will finally be truly useful. (Is that world coming? Yeah, I don't know.)
  12. An automatic harvesting farm with a density of 3: 5 has been completed. The main mechanism is based on this design, with some modifications. Without using visco-gel, make a liquid tower from 4 kinds of liquids and harvest the branches. The liquid tower is reconstructed by dropping water droplets from the upper vent every time necessary, instead of dropping it directly from the mechanized airlock and moving it to the lower stage. The reason is that when the liquid tower is dropped from the mechanized airlock, the timing of the four types of liquid dripping is too close, so the order is easily disturbed when it reaches the ground, and the liquid tower is not stable. The four types of liquid that have fallen to the bottom layer are collected together by a small liquid pump there and transported to the upper layer, where the liquid is re-sorted according to the same principle as the mechanical filter. In order to make this work, four kinds of liquids are pre-filled in the valve and the pipe immediately before it by 30 kg each. Harvesting with a liquid tower is carried out in odd and even columns with vertical lines. The reason is that if all branches are destroyed at the same time, position collisions may occur during branch regeneration and production may decrease. The drawback is that sequence control by automation is a little complicated, but I think the operation itself is generally good. Also, although this is a by-product, the same mechanism can be applied to farms with an optimum density of 5:7 if it is "semi-automatic". In other words, let Duplicant harvest only the branches directly above the tree that cannot be harvested by automation, and harvest the side branches by automation. However, there is one caveat to this. As you can see from the image, Duplicants entering the farm must wear EXO suits. This is because if the farm air is mixed with another gas, there is a risk that the construction of the liquid tower used for automatic harvesting will fail. Please refer to this save data for details. arbor_tree.sav
  13. Well, I found this today. This is a great job. I was impressed. Thank you to the person who made this. Looking at the date, it looks like a design made about 4 months ago, but I haven't noticed this until now because I don't have a habit of looking at reddit. I wanted to know sooner... Anyway, I'm confident that this idea can be applied to a 3:5 automated harvest farm. I already have a rough idea in my head, so I'd like to make it and post it here.
  14. It may be this. It's only for a few days, but the Arbor Tree may have once dropped the lumber early.
  15. OK, I finally understood all of the intent. Apparently I saw the word "unharvested" and misunderstood it to mean "not harvested using a waterfall". I was more confused, thinking of strange inferences from my misunderstood premise. The google translation did its job correctly from the beginning. The reason for the misunderstanding was simply my preconceptions. I had subconsciously excluded the option of waiting for the lumber to drop from my thoughts. By the way, I checked again about the time it takes for a plant to drop a crop. The arbor tree is +20 cycles, as some people have already said. And for the rest of the plants, it seems to be correctly +4 cycles. Those have been confirmed by wild plants. I haven't checked to see if the same is true for plants grown on agricultural tiles. However, I don't think there are many people who wait for their crops to fall off while growing on agricultural tiles. Because that is a pure waste of resources.