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About darknotezero

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  1. I've started to set up my space module in such a way that the bottom two tiles height (let's call it the basement) contain things the dupes don't need to get at with any regularity. So battery, gas pump, refrigerator, outhouse. Oxygen I have on the top floor either in the context of an oxygen diffuser (no gas cargo module) or a gas fitting that pumps in O2 (gas cargo module) With the gas cargo module version, I've discovered that the CO2 takes a loooong time before building up past the basement because it starts compressing as more oxygen fills the space. I was up there for many many cycles before automation started kicking in at all, particularly if the dupes are eating and sleeping on the opposite side of the sensor. The diffuser version is less effective and is more problematic since its oxygen output is not nearly the same, but the concept still works. So then I set up a gas element sensor with a filter of "green for >20s"ish just above the ceiling (three from the bottom) that's connected to the mini pump. Either pump it back into the gas cargo module or create a pipe snake with a bridge on the end of it and extract contents as the pipe segments get full. I like to end the snake on the ceiling so the gas container pops out above the module, but if you think that's cheating like the "below the module" screenshot above, you can just extract within the module and take the decor hit.
  2. Hi all, I'm diagnosing a problem and wanted to get either confirmation or, um "no that's wrong dummy" about temperature in hydroponic tiles. I'm trying to create a sleet wheat farm. I'm managing the temp of the atmosphere by cycling in chilled hydrogen. It's a large hydrogen loop and it's not quite at a state where it can keep it under the 41F (sorry, i'm used to F numbers) needed for Sleet Wheat, but it's bordering on the edge and will eventually reach stability. But it's been happening super slowly, much more slowly than I thought it would have, and I think the main issue I'm having in dropping the temperature effectively has to do with the temp of the water I'm using to irrigate. I think what is happening is this: Irrigated Water comes in. Let's call it 100F just for round numbers. Fertilizer (dirt) is in the hydroponic tile. Let's say it's at 40F. (The tile *above* the Hydroponic tile, where the sleet wheat graphic is located, is where my radiant pipe is running with the chilled Hydrogen.) 100F water doesn't inject into the Sleet Wheat itself and cause its body temp to shoot up, but it *does* exchange heat with the fertilizer. So ever so slowly, the 100F water is getting cooled while ever so slowly the fertilizer dirt is absorbing that heat. This then exchanges with the surrounding tiles, heating the tile that the sleet wheat is occupying, which makes the chill time move much gradual. Is this accurate?
  3. Hi there Klei, Since the Breath of Fresh Air update, my performance has taken a huuuuuge hit. When game first loads, lag is minimal, but after I start playing for about 15-20m lag gets noticeably higher - animations get jerky, mouse and keyboard response times get delayed by as much as 1s. It's reached a point where I pause the game to reduce how much ONI is having to do if I ever need to just scroll around to a different part of the asteroid map, and even then, I still get very noticeable lag. The colony that I'm doing is under 100 cycles old under Classic Terra start. While I've revealed the second asteroid, I haven't actually done anything there yet. By contrast, my prior colony was on cycle 500-ish, and I had three asteroids that I was doing work on that was running better up through Big Merge Update. I haven't spent any significant time on that colony since BoFA to determine if it's colony specific (bc i don't know why it would be). I should caveat that some or all of this could be a result of my machine more than the ONI update. For example, even working in non-video/motion-graphics Creative Cloud applications (PS, AI, InD), I can get some mouse click/drag lag that I have to compensate for. My MBP is also dying - I've hit about cycle 850 out of my battery's 1000 cycle life, so that could be affecting performance. That said, these MBP issues are not new - the battery has given me the alert that it needs service for about a week, and I've been playing ONI in that time with Big Merge and the performance was not nearly as bad. Maybe it's not related, but i figured more data was better than less data, so thought I'd post it in the event that I am not unique in my issues. Specs: MBP 2017 15in 2.8ghz quad core intel core i7 16 gb 2133 MHz LPDDR3 Intel HD graphics 630 1536 MB macOS 10.15.3 If there's any more concrete data that I can give you, let me know.
  4. oh apologies, this is for the Spaced Out DLC early access branch, i accidentally posted this in the wrong place
  5. when I built this set up: the sweeping of oxylite to the conveyor loader worked fine. When reloading the game, the autosweeper stopped working, leaving the oxylite on the ground, forcing dupes to manually send instead. quitting the game and reloading did not solve the issue deconstructing and reconstructing the autosweeper did resolve the issue subsequent reloads have not replicated the issue - auto sweeper has behaved as expected since, maybe 4-5 sessions since the initial issue. MBP 2017 15in 2.8ghz quad core intel core i7 16 gb 2133 MHz LPDDR3 Intel HD graphics 630 1536 MB macOS 10.15.3
  6. i guess i should finish my rocket interior mini colony design before that gets "fixed".
  7. for whatever reason, the steam traveling through this pipe is below its condensation state, but it is able to travel through the pipe unhindered with no state change damage,
  8. this might not be apparent in the screenshot, but I do have a pipe going straight down from the minipump, but the pipe is graphically hidden behind the minipump.
  9. While the "walls" of the rocket interior cannot be deconstructed, they can be replaced with other tiles, and those tiles can then be deconstructed. This allows for an entire reconstruction of the rocket interior space to be as big as you want it within the "visible space" of the rocket interior. As a small example:
  10. when seed resources are transported from one planetoid to another inside of a command module, they are greyed out for planting on the target planetoid unless they are swept onto the target planetoid's storage first. They cannot be set to 'plant' if they are still inside of the rocket module.
  11. update: after three loads where the rover was still active, I opened it again and it was inactive. I decided to try to see if i could create conditions to make the rover active again and was able to do so: destroy the tile that it was sitting on. It immediately jumped to the tile next to it and started working again. So i believe this bug has to do with situations where the rover needs to "move" because of what it sees as invalid circumstances even if it's dead. in the first instance, the rover died "floating" on a ladder. I imagine other circumstances on load were similar where it wasn't settled on an actual tile.
  12. when reloading my game for a new session, a rover whose power had completely depleted is now up and running and doing tasks for me despite still showing 0 power remaining. I believe i'll have this rover forever.