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About Beowulfe

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  1. Haha, building the interior of a rocket would actually be really cool. Setup a little life support system that needs to sustain them for X time, and give them decor/living spaces, maybe even building out science areas for space experiments for research value... That'd be cool.
  2. I would KILL to have multiplayer up and running in this way!!! Even if pausing had to cause everyone's colonies to pause, that'd be fine with me. Preferably with more interactivity between players than just trading resources, but I'd even just take that. I'd buy a hundred copies of the DLC to make it happen.
  3. Coming into this late, and haven't done any testing myself, just saw this and wanted to throw out a potential hypothesis: Don't put too much stock into this until I test it, but thinking from the engineering side - What if the horizontal heat transfers, for the sake of optimization, allocated a new heat array at the start of the calculations, and then failed to grab new data as it was updated (only using data from last frame)? So, for instance, if you have three horizontal tiles in a row (say tiles A, B, and C), and tile A was picked to swap with B, and C was also picked to swap with B (this may also be relevant in a 2 tile setup if A was picked to swap with B and B was picked to swap with A?)... You have two arrays: Old Array (last frame's data): A B C New Array (data to be copied over post-swap): A B C A would swap with B, update the new array with values from A in position B, and change values in A to values from B. New Array is now: B A C C would swap with B, EXCEPT it's not using the new data from the new array, still using the old array, which would mean it swaps it's data into the middle position and the old data into it's position. This makes the new array: B C B Deleting the heat value from A - of course, the three were close enough to swap temperatures, so the actual loss is small, but would be amplified by mass differences. Again, I haven't seen the code or tested this; completely a hypothesis. I'll test it later tonight, just a random thought from the mind of a fellow game dev coder - I've seen things like this happen in projects before, especially in optimization-heavy/multithreaded environments.
  4. Which in turn means that your pipes won't break. Keep in mind the lower amount of fluids also means less heat exchange, which may make it more difficult to use as a coolant.
  5. Hmm, interesting - Steam turbines won't run at all once they're over 100 degrees, so polluted water should work perfectly as a coolant, the steam turbines should never get hot enough to boil the water if they're the only source of heat. I can't see the full setup, but the impression I get is that there's something other than the steam turbines heating that central area. Possibly the heavi-watt wire bridge on the left, or the airlock door (if that isn't a vaccuum)? They both transfer heat surprisingly well, but the door is okay if it's in a vaccuum, or if the temperature to the left of that chamber is low. The heavi-watt bridge will be transferring heat directly between your liquid lock and the gasses inside, though, which might cause some wonkiness. Do you have anything on the right side (off the screenshot) that could be transferring heat? Also, if you're having any issues with gold, aluminum also works great for radiant pipes cooling steam turbines. Just figured I'd mention in case you needed an alternative (radiant pipes can eat into metal reserves pretty heavily).
  6. Correct! Or, at least, that's my understanding of it, though I haven't done as deep a dive as others here likely have. Something that you're scarce on, like early Steel or space materials, might be worth turning off auto repair and rebuilding, but otherwise it's not a big deal. That being said, the other thing to consider in the equation is duplicant labour - deconstructing or repairing when broken requires less duplicant labour than repairing constantly, if damage is occurring on a regular basis. If you have something being damaged on a regular basis, there may be a fixable issue causing the damage, if you want any assistance in trying to resolve that issue (and you think it's something that can be resolved), feel free to share the setup (screenshots?) and I'll (as well as probably others) see what can be done to help cut back on the number of repairs required.
  7. It doesn't use the full 5Kg amount, you'll see a chunk of it dropping to the floor after the repair. They intentionally bring excess to the repair site, and the repair message says it needs more than it actually uses. I don't believe you lose more materials by repairing when damaged vs. repairing when broken, but you can save materials by deconstructing once it's broken and rebuilding it from scratch, instead of repairing. So, if you want to go to the trouble of deconstructing -> rebuilding, you can save some, but repairing when damaged vs repairing when broken doesn't change much, from what I can tell.
  8. In regards to the issue in the original post - From what I can see, if the water from your overflow (when the AT is turned off) backs up (which it looks like it might be in the screenshot?), water that was supposed to bypass it and has already passed the temperature sensor can re-enter the AT input pipe when it turns back on. Add a bridge immediately after the AT tuner output, and potentially add an emergency overflow output somewhere on the line.
  9. When dupes are running past aggressive Pokeshells (dropping off polluted dirt and then leaving, for instance), if the Pokeshell starts to make an attack as the Duplicant is already leaving, the attack won't do any damage immediately. Instead, when the Duplicant arrives at their next task and begins working (even if that's quite a few seconds later), they will flinch, take damage, and pop up the "fleeing" alert when beginning the new task, even though they're no longer remotely close to the Pokeshells. Doesn't cause any significant gameplay issues, but the "Fleeing!" message and damage when there is no obvious cause is very confusing at first.
  10. Perhaps this could be solved by making it so dupes don't drop whatever they're holding (in this situation) until they're standing on a solid surface?
  11. Overpressured vents are currently deleting gas when there's any sort of gas "fighting" for space over them. If you have, say, a room full of 2kg of Hydrogen (at max pressure for a vent), with a vent coming in and outputting Hydrogen, and two other tiles of Oxygen and CO2 fighting for space over the vent (causing the vent to temporarily no longer be over-pressured), the vent will output Hydrogen and delete the gasses fighting on top of it. This may also be connected to the gas conversion/deletion with Elecrolyzers. To be clearer, here's some pictures showing exactly what happens, and how serious it is (this happens very rapidly and very easily): This seems like a pretty serious issue that could result in a lot of gas just disappearing (esp. near oxygen output vents). Realistically, oxygen output vents deleting other gasses would probably work in the player's favour, but still a relatively serious bug.
  12. You need to have all the ingredients available for recipes to show up now! Make sure you have bristle berries available, and anything else they might need. Might not be ideal for new players, would probably work better if recipes showed up, disabled, with missing ingredients marked as "???"... that way they at least know the recipe exists. Right now the microbe musher can look useless when you first build it if you don't know what you're doing.
  13. That wasn't whining, it was legitimate constructive feedback. No need to attack people that are trying to contribute to the game in a positive way.
  14. When an airflow tile has a gas in the same tile and the game is saved and then loaded, the gas is (before unpausing the simulation) forcibly pushed out of the tiles - this can result in some incredibly strange gas compression/moving, and can potentially even be used for exploitative purposes. In my specific case, it's breaking a carefully regulated airflow system. Using mesh tiles does not cause this issue, so I assume it's related to the way it blocks liquids from entering the tile.