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About xantar2482

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  1. I don't know if this will help you out but you can use a type of back flushing, well that's what I call it at least. I don't worry about the amount of food being sent. I have two fridges and a sweeper on the receiving side of the line. The main fridge has the automation signal with a delay of like 20 seconds that tells another sweeper on the loading side to turn on and off. The overflow fridge is not connected to the automation. So when the main fridge has food removed the automation starts the delay timer, giving the receiving sweeper time to refill the main fridge(higher priority) from the overflow fridge(lower priority). If the main fridge isn't filled then the signal goes through and triggers the loading sweeper to send food. It will continue to send food until the main fridge is filled. The remaining food from the line is then loaded into the overflow fridge. It's not perfect and can be refined. But it hasn't given me too many headaches. You could set the loading fridge to x kg then do a memory toggle or something like that.
  2. I think the bigger question is why haven't you X'd the tutorial notifications lol?
  3. Checkpoint for supply

    I've mentioned my idea a few times, I propos a Smart Checkpoint, of sorts. This gate, or dock, would perform a TSA style pat down on each passing dupe, looking for banned items. If the banned item is found, a sweeper would suck it off the dupe and wag a finger at them giving a 'shame' debuff. If they pass the checkpoint it slaps them on the behind, moving them along, gives them a thumbs up and a 'recently patted down' buff. But seriously it could just be a gate that you select the items that are allowed to pass through. If checked, allow pathing, else, no pathing. I don't know, just a thought.
  4. I have the same thing happening. I think you can reproduce it at the turn of night or the turn of day and be clicking and moving the mouse to place something during the transition. It does it with build and deconstruct, I haven't noticed cancel.
  5. 4K UI Research Menu Scaling

    This is still present in the official release.
  6. Long Hair Slicksters No Petro

    Wow, I know exactly what I did. This was the first time I used them, so I went to the dictionary and this is how I wrongly read the information. It is slightly confusing, IMO the line break should be above the 'Longhair Slickster', not used as an underscore for a new topic. Anyway thanks guys.
  7. It does not seem as if Long Hair Slicksters produce petroleum.... ever. View the save. Also this save contains the same 4k UI zoom issue that I reported. Example.sav
  8. Date: 7/12/2019 @ 2210 CST ASUS PB287Q 4k (3840 * 2160) @ 60Hz GeForce 970x Windforce display port ONI preview build LU-351503 I don't know what else you need... just let me know. This is as far out as I can zoom.
  9. game freeze during pipe building.

    I am as well. This save file is saved right at the crash. All you need to do is connect the pipe from the sieve to the bathroom loop, then the game crashes to the desktop. Settlement.sav
  10. When a dupe is holding their breath and require oxygen the To Do list gets reset. Example: - A dupe is carrying an item - They are holding breath - They require oxygen and run to get O2 (the notification bubble pops up) - They drop the item - Then after catching their breath, they will not go back and pick up the item I would expect them to go back to the task, in the same manner that the sneezers now will go back to the task. ****** Please note that this is different than the task reset when sneezing, that issue appears to be fixed. *****
  11. When a dupe 'sneezes' or coughs, the 'To do' list is reset. This even happens when the dupe is on their way to get food. The list will reset and the eating chore disappears. This even occurs when they are eating and haven't completed the eating animation. This leading to very frequent starvation alerts. I think that they should 'remember' what they were doing when they sneeze, and continue, if available. Pound Town Cycle 188.sav