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      Rhymes with Play 153 - Oxygen Not Included: Outbreak Upgrade Launch Stream   08/23/2017


      This week on the Rhymes with Play Dev Cast, join us as we play, discuss, and answer questions about the incoming Outbreak Upgrade for Oxygen Not Included! As always, the live stream will be going live Thursday (August 24) at 3:30 PM Pacific / 10:30 PM UTC. Outbreak Upgrade is coming to Oxygen Not Included August 24th, 2017. More information: https://forums.kleientertainment.com/topic/81341-upgrade-imminent/ Where is it? 
      On our official Twitch Channel: https://www.twitch.tv/kleientertainment When is it?
      Twitch Stream Date: August 24, 2017
      3:30 PM PDT (Pacific Time)
      10:30 PM UTC (Coordinated Universal Time) Here is a handy tool you can use to figure out what time that means for you. Check out the stream announce thread for discussions!

rezecib

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Don't Starve Together
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  1. Huh, at the time I did that it was debug-diggable and I had no crash issues.
  2. Geometric Placement

    @LucazST15 O que o crash diz? Verifique se as pastas são "mods / GeometricPlacement / modmain.lua"
  3. Hmm, well technically the hatch consumption rate is affected by their animations, so it's a bit hard to get exact. But they could produce up to 1000 g/s, and each fertilizer maker makes 120 g/s. So at max capacity you would need 8.33 fertilizer makers per hatch. If you can keep a natural gas complex's temperature below 70C (should be quite feasible, probably don't need to do anything actually), then two hatches could eat all the fertilizer, giving about 1.92 kg/s of coal, which if taken to (two) coal generators would give almost 1.2 kW of power. Removing the coal would be somewhat annoying and uncomfortable to the dupes, though, so you might want to have a hydraulic timer system (Klei add real timers pls <3) to periodically unpower a door so that the access controls get disabled and dupes can enter to sweep up the coal.
  4. Because succulent_picked is missing an entry in STRINGS.NAMES, when recipepopup looks for STRINGS.NAMES.SUCCULENT_PICKED, it finds nil. This results in the ingredient tile for it having no tooltip. If a STRINGS.NAMES entry were added, then this line could also be removed from prefabs/succulent_plant.lua: inst.name = STRINGS.NAMES.SUCCULENT_PLANT
  5. I don't think so actually. Hmm perhaps. Since it's an item, it's probably using the Sublimates component, which means mechanically it would function more like slime in terms of production of polluted oxygen. It doesn't seem like it would be that hard to mass-produce bottles, you'd just need a row of wash basins and have duplicants walk by frequently. But... I'm not sure it would really be worth the time, because the animation for the wash basin is a bit long, and basins require water to be delivered as well. Although it takes a lot of space to evaporate polluted water, it is extremely easy to scale up and is pretty much entirely maintenance-free once it is scaled.
  6. Summary: Farming: New harvest system: plants have a requirement for air pressure, *body temperature* (not air temperature as before), illumination, atmosphere (set of allowed gases), and presence of liquid. If any of these are not met, plants won't grow. Seeds are produced with a % chance on each harvest. Farming research has been split into 3-- Basic Farming (Tier 1) as before, Meal Prep (T2, Cooking Station, Refrigerator, Farm Tile), and Agriculture (T3, Fertilizer Maker, Hydroponic Farm, ?Seed Splicer?). It looks like Aquatic Farm Tiles are gone. Mushrooms are now called Dusk Caps and look pretty and purple. Swamp Lilies are now called Balm Lilies and show up in the Caustic/purple biome. They produce flowers with "medicinal properties". Liquids: We saw the Liquid Bottler before, which is built over a liquid and allows dupes to bottle the liquid. We also have a Bottle Emptier now, to which dupes can deliver bottles to release the liquid. You can set which liquid the Emptier accepts. It empties bottles at a certain rate (seems to be somewhere in 1-10 kg/s) Bottled polluted water will evaporate, making polluted oxygen. Mopping makes bottled liquids. Diseases: As before we saw the overlay, with germs being shown on cells, dupes, and having sources like outhouses. Current diseases: Food Poisoning, Trench Stench, The Spores, and Slimelung (seems to be in the Caustic/purple and Swamp/green biomes). Things like hypothermia that aren't germ-based are separate and still exist, may get called "Ailments". Duplicants have an "immunity meter" that can be monitored in the vitals panel, and contact with germs depletes immunity. When it hits zero, they get the disease. They appear to innately replenish 10 per cycle. The Immunity stat gives them extra immunity meter. Germs die faster when the area is heated up. New Wash Basin building. Duplicants use it if they walk by it (in a particular configurable direction), allowing you to control when they use it by controlling duplicant pathing. Water is delivered to wash basins, and when used they produce bottles of polluted water (with the germs in the bottle). The hand sanitizer uses the same walk-by system, but destroys the germs instead of moving them. Polluted Water and Oxygen aren't sources of disease anymore, but they allow germs to spread very quickly. Slimelung seems to reduce breath capacity and causes them to produce slime. Miscellaneous: New Trait, Caregiver, appears to increase Medicine New negative traits, Squeamish and Trypophobia. Presumably affect stress generation in some way. Storage Compactors now have a slider for how much you want to store in them (can request less than the full 20 tons). Plumbing and Ventilation now have separate building tabs. Priority overlay has been removed from the overlay strip, but using the priority tool still shows it. New creature, Shine Bug, emits light and has +10 Decor like other creatures. Daily report now breaks down travel time, and time spent doing different tasks. Helps figure out what duplicants are spending time on (like delivering)
  7. Exact numbers depend on the pressure that the wheezewort output reaches, since that determines the backflow along the wheezewort staircase. I don't think anyone has a model for how gas flow over pressure gradients actually works in the game right now. If we get one then you should be able to get a theoretical calculation of its efficiency. Perhaps a good experiment for someone to try :P. I would do it but I will be out running around in the sweltering heat today
  8. CO2 is also a good choice because dupes entering and leaving won't leave little pockets of CO2 messing up the pressure. What's your setup? The way Kasuha has it, it has to pass the input of the thermo regulator to get to the overflow bridge. Packets always enter an input if they can, so they should always enter the thermo regulator unless it is stopped. Although perhaps if you are a bit over-capacity then some may bypass it because the output of the thermo regulator may be blocked.
  9. I ran mine for over 100 cycles without needing to do anything about the heat (granted, mine wasn't 100% thermodynamically sealed-- I had some doors). If you want, you can try dripping the 40C polluted water coming out of the scrubbers to cool the rest, but for the most part the fixed-temperature outputs of the fertilizer makers do a lot to keep the temperature stable. As long as you build everything out of gold amalgam it should be fine, and stabilize around 60-80C.
  10. @natemiddleman Yup, I've built it before. I put up the math and a guide on the wiki. Edit: Also, fun fact I calculated last night was that polluted water on its own is worth a net of up to 3.72 J per gram, using a triple system (scrubber + fertilizer maker + natural gas generator) like this. Edit 2: Also, it uses less water. Only 1919 g/s-- the only water input required is for the scrubbers, and two scrubbers can only use 2 kg/s total.
  11. When a circuit overloads, the bridges are targeted first. However, CircuitManager assigns wire bridges to the circuit they cross over, rather than the circuit they are linked to. This means that wire bridges don't overload if there's no circuit under them, and overload at the wrong time. I've attached a save demonstrating this. It consists of a heavi-watt circuit and a normal circuit, each with more than 1 kW power drain. The wire bridge on the left should be part of the heavi-watt circuit, but overloads when the normal circuit is powered. If it's removed, the two wire bridges on the right do not overload, but a wire does instead. I believe this is due to the following part of CircuitManager.Rebuild: HashSet<UtilityNetworkLink>.Enumerator enumerator3 = this.bridges.GetEnumerator(); while (enumerator3.MoveNext()) { UtilityNetworkLink current3 = enumerator3.Current; int cell = Grid.PosToCell(current3.transform.position); ushort circuitID3 = this.GetCircuitID(cell); if (circuitID3 != 65535) { this.circuitInfo[(int)circuitID3].bridges.Add(current3); } } It uses the center cell of the wire bridge to determine which circuit it's attached to. Instead it could use UtilityNetworkLink.GetCells() to get the cells the bridge is actually linked to, and use one/both of those to determine the circuit. WireBridgeBug.sav
  12. This looks to be intended. Looking at the code, that seems to be the case. In CircuitManager.Rebuild, this is what I see for the part about bridges: HashSet<UtilityNetworkLink>.Enumerator enumerator3 = this.bridges.GetEnumerator(); while (enumerator3.MoveNext()) { UtilityNetworkLink current3 = enumerator3.Current; int cell = Grid.PosToCell(current3.transform.position); ushort circuitID3 = this.GetCircuitID(cell); if (circuitID3 != 65535) { this.circuitInfo[(int)circuitID3].bridges.Add(current3); } } So it's deciding which circuit it's a part of based on the cell it's in. But which cell is it actually in? WireBridgeConfig lists the connection points at offsets from the main position: utilityNetworkLink.link1 = new CellOffset(-1, 0); utilityNetworkLink.link2 = new CellOffset(1, 0); So we know that the actual position (offset 0,0) is the center of the bridge. (this isn't the case for all world objects) I also looked into how GetCircuitID works, and it was a long path but seems to all work as expected.
  13. I just responded to your post on Reddit, but might as well repeat here. The issue seems to be that the report doesn't count Power Usage: Removed correctly. It only counts towards that when power is removed directly from a generator/transformer, and ignores batteries. So the reason you see it doubling is probably because the generators are not doing their short bursts at the same time, so you're seeing twice as much power being removed directly from them without a battery as an intermediary. I submitted a bug report on this with a save file demonstrating it and a suggested code fix. Edit: To do the math on it, you produced 282 kg of oxygen. This means consuming 317 kg of water. 31.7 s of uptime for the water pump (pumping 317 kg at 10 kg/s) 634 s of combined uptime for the gas pumps (pumping 317 kg of gas at 0.5 kg/s) 317 s of combined uptime for the electrolyzers (using 317 kg of water at 1 kg/s) Of course, the pumps might actually run at slightly lower efficiency, but if they were perfect, then this would be about 198 kJ of power removed. So it's definitely under-reporting, and when you connected the two you got it to under-report slightly less by reducing how much it was drawing from the batteries.
  14. The Power Usage report adds to the Added count when a generator generates power, but it only adds to the Removed count when power is removed directly from the generator (by a consumer). This means that any power that's removed from batteries isn't counted; so you can have batteries draining with non-negative Net Power Usage. I've attached a save showing batteries draining with zero Power Usage: Added, Power Usage: Removed, and Power Usage: Net. I believe this could be fixed by adding to the report in CircuitManager.PowerFromBatteries: private float PowerFromBatteries(float joules_needed, IList<Battery> batteries) { int num; float batteryJoulesAvailable = this.GetBatteryJoulesAvailable(batteries, out num); float a = batteryJoulesAvailable * (float)num; float num2 = Mathf.Min(a, joules_needed); // begin added code ReportManager.Instance.ReportValue(ReportManager.ReportType.EnergyCreated, -num2, null); // end added code joules_needed -= num2; float joules = num2 / (float)num; for (int i = batteries.Count - num; i < batteries.Count; i++) { Battery battery = batteries[i]; battery.ConsumeEnergy(joules); } return joules_needed; } PowerUsageRemovedBug.sav
  15. It looks like you based everything on a single-player mod. You'll run into fewer hiccups if you look at the DST code and mods as a reference instead. For example, in the modinfo you have an API version of 6, but DST uses 10. But I think your main problem is that you never add networking to sooty. Look at a simple prefab like the spear as a reference.