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Part of my "cheese" base where I see how leisurely I can beat the game and dig up the whole map. I've got food for carnivore in the bag, now I need a bigger spom to deal with refineries. I delayed it as much as possible and now my dupes are idle. The height of each floor plays a part in the design of the spom I'm working on. I used @Mullematsch's spom design from this post. I'm wondering if it can be any smaller, specifically around the electrolyzers. overlays I've tried to make it more compact, but it was not working out so well. I thought maybe there was a core mechanic that would let me place them next to each other. I couldn't find one, maybe someone else has. I also didn't have much luck in stacking them vertically either. Hydrogen Power Plant 8kw.blueprint
Welcome Duplicants to ONI University! - Yes we dupli-can! Recently I have scoured the forums for old and new posts regarding the nuances of the game and I had a thought, wouldn't it be a waste to have someone else do the exact same thing when I could just share my findings. I would like to make a collection of threads that new players and veterans can use. This is also so I do not have to keep a hundred tabs open. If you want me to add a thread to the list, I will do so. If there are other Thread Collection Lists, I would like to add those as well. Hopefully I can categorize them well enough to not be a mess. Game Mechanics/Exploits Care Package Duplication Temperature Clamping Pump/Geyser Range Hydro-dynamics/mechanics Aerodynamics Doors Duplicant Interaction That Workplace is Lit Auto-Sweeper Energy Manipulation Piping Building/POI Interactions Flash Flaking Space/Rocketry Critters Heat Transfer SHC Differences Map Generation Mathematical Errors Germs Skill Training UI Lag Rooms Logic Locks Builds/Automations/Concepts Clocks Insulation Melting Traps Digging Refinement Material Production Tamers Space/Rocketry Power Systems Music (you can't stop the music!) Sustainability Other Useful Tools Save File Editor Database Calculations Seed Finder Youtubers @Lifegrow @Tonyroid @JohnFrancis @Mullematsch @Brothgar @SamLogan @Gamers Handbook @Steve Raptor Guides/Tutorials Basics Priorities/Scheduling Achievements Mod Authors My Favorites List More Info Needed Spreadsheets Other Wiki Page Now you can make edits too! Special Thanks to @mathmanican for the help.
I've finally gotten around to building that thing I wanted to build. I haven't seen any of these so far and the ones that I have seen try to feed the whole stack of hatches at different intervals which is very inefficient as only a handful of hatches will eat the materials while the rest starve out without producing eggs. I present to you a concept of batch processing hatches. Sorry it's not pretty, I'm just tired of working on it today. This took way too long. A brief overview; this build batch processes X amount of hatches letting them eat for X amount of time after they hatch and before they are dumped into their final holding chamber. The process then repeats. This ensures that hatches have enough calories to lay an egg before they pass on. math Critter Sensor 1: set to above X amount of hatches you want to process Critter Sensor 2: set to below 1 Critter Sensor 3: set to above 0 Filter Gate 1: used to prevent trap entrance door from opening too soon Filter Gate 2: used to prevent premature resetting just in case a hatch jumps back in while the other enters the trap room Filter Gate 3: used in conjunction with a xor gate to send a short timed green pulse Filter Gate 4: part of another premade build I call the off-on pulse, the filter controls how long the trap exit door stays open while the adjacent buffer controls how long it is shut for. as long as critter sensor 3 is green, it will continue to open and close regardless if 1 or 64 hatches are in the trap room. I use a simple 1 blob water valve-shutoff clock to control up to 10,000 seconds or 16.67 cycles water level should be > 350kg, this number varies on what type of liquid you use as to control hatch movements. Hatches are able to jump down to eat and then return to the top of the door. I built this with my cookie cutter base in mind let me know if there is any extraneous automation or another method/build to mass ranch hatches, I'd like to see them. I'm hoping someone creates a better one Hatch Batch Process Temp.blueprint
I felt the need to remake the dead topic revealing all skins as of now since skins are coming soon, feel free to leave your suggestions below I'm sorry that the pictures aren't the same sizes, I'll try my best to keep this thread active with skin reveals! WIlson: Willow: Wolfgang: Wendy: WX-78: Wickerbottom: Woodie: Wes: Maxwell: Wigfrid: Webber: Misc.