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Found 6 results

  1. It really shame me to even had to open this subject, but seriously, how do I make the Rocket cargo modules unload their cargo? I was able, during experimental test in a freshly new created save without any mods, load the rocket liquid and gas modules, but I was not able to unload them. Gas and Liquid Modules are loaded correctly, they are getting liquid and gas, the outside ports are connected to respective reservoirs, and they simply don't unload anything. There is a filter somewhere that I'm missing? I searched high and low but could not find anything, beside the rocket interior ports which worked to unload stuff from the cargo modules inside the rocket. Even disabling them or deconstruct them would not change the fact that the modules were no unloading outside the rocket. I didn't wanted to bring this up, but I'm so frustrated with this that I can't go any longer. Please I would like to know how they work.
  2. when attempt to update my mod for dlc spaced out, i saw code samples from other who have done for the dlc, it hints the base and dlc codebase are different. means i have to compile 2 separate mods, 1 for base, and another for spaced out? does klei has plan to change/rectify this, or this is how it will be onward?
  3. Dear Klei, Your work on the DLC is fantastic, but you now have the chance to do fun and bold stuff with the DLC. You introduced Sucrose, a element that may have fun applications in the future, both as food, condiment to mess tables and much more. When I saw that melted Sucrose was "Sucrose Liquid", I knew I had to suggest something better. Obviously melted Sucrose should be correctly named Caramel instead. You already know this to be true in your mind, It has to be, i suggest it should have similar properties to Visco-gel/Naphtha, sticky and hard to manage. I have included an image of Sucrose Liquid below. Also, consider adding danger to Caramel liquid if dupes touch it. I think if a dupe touches Caramel, they should get slowed and damaged. "It burns! but its so delicious" The colour is close, but I have included images of what I think would be a better version of colouring for this element. Its important to sell looks of this liquid. I also want to suggest that Caramel obviously should turn into CO2 when burnt/vaporised too. Lastly, Practical applications of Caramel. Yes. add it in liquid form to a Microbe Musher to create "Toffee" a morale booster which takes weirdly long time to eat. Who knows what else could be gained from refining sugar? I believe a sugar refinery would be the stable of Duplicant bases. Please sign this Petition.
  4. I really wanna start adding mods to my game but the mods section don't have any space out dlc support filter. Don't Starve has that option and it helps a lot. I think a "Spaced Out Compatible" option should be added to steam mods page .
  5. Probably the hardest thing to balance; for now, we have a propulsion for ejection of gases ( steam and CO2 ) and combustion ( sucrose,petrol). Probably we have some similar old rockets ( liquid H2,o2 ). Lets go to the point: -Ejection engines: load the rocket with some gas and send to space. Maybe the most basic and simple way to start. Maybe use other gases ( not famable ) to load: but people could use phosphorus ( still valid, take some time to drekos eat some balms and the process take time ) but people could use solids to make gases ( if he can deal with the variables, why not ? ) But people could launch and land rockets to generate a cloud of gases. well, if rockets release some fuel when launch or lands ( lets say 25%) , probably isn´t a very advantageous process. -Combustion engines : use some sort of fuel and oxydizer to launch the rocket ( cost/efficient ) Maybe we could use some famable gases here ( Natural gás, ethanol , propane, hydrogen ) but hydrogen is easy to obtain: well , CO2 too, but define the proportion and the engine power numbers probably is the hard point ( depends how good you want those tecnology becomes). Natural Gás ? my duplicants could fart and launch a rocket ? well ... if you can power up a generator , maybe with a little more gas ..... ; or a process to obtain a better product . Solid fuels:Sucrose. that´s good for now. Liquid fuels: Petroleum, Liquid Hydrogen ( maybe ?) -Fusion engines: Uses Enriched Uranium and a coolant ( super coolant ) to avoid any disaster ( late game ); requires a very resistant material and generates a lot of waste.
  6. 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.