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Found 4 results

  1. My idea involves the creation of computers, computers will be functional 1x1 structures that will allow up to four automation wires inputs/outputs. Computers can be "opened", granting access to a "separate location" (similar to how rocket modules work) where the user will be able to place bigger or more complex automation devices. In order to build a computer, you would need a computer microchip, to obtain it you will need to: -Extract silicon from sand -Create a silicon wafer with a special structure -Use radiation to dope the wafer -Build a microchip with the radiated silicon + gold + plastic Other possible uses of this microchip could be: adding the microchip as a requirement for certain automation structures already implemented, such as rover modules, robo-miners, etc.
  2. You can do this "as god" manually now. What I would like to see is the reset controlled by an input. It would have to edge detect, so if signal was red, then changed to green -> reset. To prevent constant resetting as green. If you don't wire the input port, it would act just as it acts now. Just for clarity, the input does not change the set cycle length. The input just sets cycle start time to "now". ((Yes, I could build something with memory & buffer to edge detect, but I still can't reset timer inside the automation itself!)) This would be very useful and be more like real use cases. Even if dupes have no plant safety officers! I realize in game it would change the footprint of the "Timer Sensor" since it would need an input port, and space for that. So I thought an expansion would be a nice place to ask. (or ask again as it has probably been mentioned). A change would be nice. But I could also see for save game compatibility, the feature having to be added a separate doodad.
  3. Hello Fellas and another Topic for me, i already have written something simpler earlier this day in a Bug Report since the Auto Button in the Rockets are useless right now. Now i write something more about ideas to that button and Rocket Automation. I only Focus this Post to Automation of the Rocket nothing else. Right now the Auto Button has an intended Function which does not work. I would like to see more Automation Ports to use it with. ROCKET New Automation Output Port: Green Signal: It should Return a green Signal when the Checklist is complete. ( NEEDED Without Crew onboard AND/OR OPTIONAL Without Qualified Crew) else Red Signal: New Automation Input Port: Reciving Green Signal: It Requests the Crew which was set for the Rocket. In Combination with the Button Selection [Auto] in the Rocket Checklist and Launch GUI ROCKET LOADERS / EMPTIERS (LIQUID / SOLID / GAS) New Automation Output Port: Green Signal when done Filling Rocket. New Automation Output Port: Green Signal when done Emptiying Rocket. I would prefere it this way. The Empty Output is not that intresting. I could think of combining both too: When both Operations done send a Green Signal. --- ROCKET GUI I would like to see Launch Requierments to be Tickable to set it to Mandatory or Optional (Except Vital things) that we are able to set how we want to Operate the Rocket. This would perfectly fit to the Idea of the Checklist complete Automation port that i suggested. This would make it possible to controll things better. For Rockets and for Loaders. When we have that there is nothing that i can think of that would be intresting anymore. (Again this is only specified on existing Automation. I would Like to see Life Support System Management with fillable Canisters and Ressourced for CO² and other Gases Filtering Systems. As well as Heat Management. Also Options for longer Rocket Travels (Sleep and other things) in those little capsuals) Related Topics:
  4. Version 1.6

    1350 downloads

    Automate gathering resources! --- --- G10MM-3R is a drone version of Glommer. Design inspired by Drones from Slime Rancher. It can: - Pick up various inventory items (uncooked food and resources), - Pick resources like Grass, Saplings, Berries, etc. - Harvest Bee Boxes/Farms/Meat Racks (when configured), - Hack resources like Tall Grass/Vine Bushes (when configured). It will store all its items inside a modified Glommer Statue (dubbed "G10MM-3R Base"). It doesn't need any fuel - it will work until broken. You can find its blueprint by mining the Glommer's Statue (or by defeating bosses in Shipwrecked/Hamlet). It's craftable on the very top of the "Science" Tab. --- G10MM-3R on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1643679286 This is a port of my DST mod. You can find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1628298090