network_flows

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  1. Of course you can disable a building like toggling a switch -- by simply attaching a switch to that building. lol Btw, I think that design encourages players to use automation instead of manual opeartion, so is reasonable in some ways. If you don't like that, maybe some mods can do this.
  2. You're right, it definitely depends on your design.
  3. It depends on personal preference. For me, I often connect the "open area" to the space and keep the gasses by liquid blocks. That results to ~80k tiles of open space (in DLC, not so sure for vanilla), which is far more than needed. If you prefer an enclosed "open space", airlocks are possible solutions, though. Cooling also takes effect as long as there is air. Generally I don't take cooling into consideration, but sometimes I use vacumm+stone hatchs to deal with 125℃+ igneous rock from volcanos.
  4. Since hatchs buried in doors don't get groomed, you can simply expose them to open space to get rid of overcrowding. Thanks. Actually my first design is based on counters, they are easy but leave little buffer time for hatchs to move. (like this, counters at the bottom) Signal distributors are much more complex but can support a series of complex actions to protect hatchs from accidents. They make a 4x-build easy but a 5x-build super difficult. However, counters may appear in drecko stables, because dreckos need longer time to eat and shear, a 3x-build instead of 4 may work better. Distributors can't count 3.
  5. Natural dirt is easy and convenient, but grooming time is limited to the night(~75s/cycle, 12.5%), it is not possible to graze too many per rancher, ranchers will stay idle (or do other work) during the day. And all hatchs (groomed or not) are overcrowded/cramped during grooming time. My idea is to 1)extend grooming time to most of the day 2) keep groomed ones happy while grooming others. Btw, another idea is not limiting the size of each minibatch, and results in unlimited ranching, halved room size, & hatchs 75% happy.
  6. As far as we know, hatchs are interesting creatures who enjoy burying themselves into the ground. Different from other creatures, hatchs are happy when locked in an airlock. So the new idea to raise hatchs rotationally comes up. This is a 4x-stacked stable for 4*8=32 hatchs(room interior 26*6=156 tiles). Each airlock can confine 8 hatchs. We take turns to bring them out and groom them. We control the position of hatchs by flooding: Next, add an area to automatically supply mature hatchs. And everything is done! Conveyor overlay: Automation overlay: Limitations & Notifications: A demo video: Stacked Ranching.mp4 Suggestions and improvements are welcome
  7. Tiles have wrong behaviors when melting after Fast Friend update. I performed an experiment to heat tiles to melting point by hot debris. Weight Plates: Double gain after melting (yield 100kg molten metal instead of 50kg). Weight Plates in old saves: sometimes 0 gain, sometimes 50kg, sometimes 100kg, (can't reproduce) Airlocks: Half gain after melting (yield 100/200kg molten metal instead of 200/400kg) Most other tiles: Never melt until touching another tile.
  8. Could you please fix the bug about missing artifact in a rocket module after loading? This bug has existed for a long time and has been quite annoying. Sorry to post it here, as there have been several bug reports but no one noticed that.
  9. The cargo settings (including filters and max capacity settings) seems to only apply to rocket ports only (not work for drilling or inner fittings). But I think this is reasonable because you cannot set the filters while the rocket is on a flight. To prevent PO2 you can set the filters of the output fittings.
  10. Met the same bug. One solution is cancel the research item and reset it. This bug usually happens at the end of a research, hope for a fix.
  11. Pips will try to get seeds on the conveyor rail, and end up a failure. This behavior interrupts their normal planting schedule (pips often ignore seeds on the ground if a seed-on-rail is in their path) , and it seems quite strange as well. safe_plant.sav