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Has there been any info on when the update will be properly applied?
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# ? Jul 14, 2019 14:39 |
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# ? Apr 25, 2024 08:47 |
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Samovar posted:Has there been any info on when the update will be properly applied? Release date is July 28.
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# ? Jul 14, 2019 15:09 |
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Mazz posted:I hope the seed in the esc menu prints correctly but it's 295754730 hmm, neither pasting the number into the whole seedgen nor replacing just the text on a rime world worked. rip seedgen sharing for now
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# ? Jul 15, 2019 21:03 |
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Jinnigan posted:hmm, neither pasting the number into the whole seedgen nor replacing just the text on a rime world worked. rip seedgen sharing for now I'm not at my desk right now, but there was an option on the map gen screen that takes you into a detailed settings pane. The top right of that pane has the text field where you can drop that number. I started a game on that seed when I got home from work last night and made it until about cycle 40. The cold is loving nuts, I have an insulated farm room containing two large dumb batteries, two space heaters, and 18 farm plots for mealwood which has gotten up to a mean temperature of 3C and change. Fortunately bristle will grow at 5C, and I've had oxygen diffusers running on the barracks floor directly below the printer room and on the printer room floor, so those two rooms are the warmest spots at about 7C for the printer-lit farm and 12-13C for the barracks. But yeah, I've confirmed it's the seed by having explored enough to reveal that natty-g vent before I passed out last night.
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# ? Jul 15, 2019 21:54 |
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Big patch today. Some notable changes (bolded):quote:Pips can no longer walk through closed doors when walking around corners Regarding the light changes: quote:On discord it's reported that "machines" getting 15% boost is a very broad description. Showers, bathrooms, sinks, all recreation buildings, grills etc etc are apparently "machines" and the task involved gets completed 15% faster if in light. Mess tables are not "machines" it appear though. So, assuming this is an intended change, lights have now become super important. Lastly, people are reporting that it is now possible (I guess it wasn't before) to get thimble reed seeds from the printing pod. Slow News Day fucked around with this message at 04:59 on Jul 17, 2019 |
# ? Jul 17, 2019 04:51 |
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enraged_camel posted:Big patch today. Some notable changes (bolded): Have they fixed the worts yet? Or was that huge reduction not actually a bug?
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# ? Jul 17, 2019 08:08 |
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Do seeds replant themselves yet?
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# ? Jul 17, 2019 08:32 |
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They seem to have introduced a bug with radiant pipes. I'm not sure what exactly is happening, but it used to be the case that running really hot oxygen through this cold basin would cool it down nicely, but now the temperature fluctuates wildly while in the radiant pipes, and then goes back to its original temperature when exiting. I was suddenly piping 80C oxygen directly into my farms, so be careful if you're relying on something like this.
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# ? Jul 17, 2019 09:20 |
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Those are some incredibly cool changes.
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# ? Jul 17, 2019 11:44 |
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If you aren't growing blossoms there is exactly enough space around the pod to build both research stations in it's free light and get +15% free speed bonus.
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# ? Jul 18, 2019 17:58 |
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Does the whole machine need to be lit, the tile (or tiles) the dupe is occupying, or any part of the machine?
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# ? Jul 18, 2019 18:26 |
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LoboFlex posted:They seem to have introduced a bug with radiant pipes. fixed in latest update quote:
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# ? Jul 18, 2019 18:41 |
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There is 0% chance this comes out in July. Loving the game, mind. They can take as long as they like for me.
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# ? Jul 18, 2019 18:59 |
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LonsomeSon posted:I started a game on that seed when I got home from work last night and made it until about cycle 40. The cold is loving nuts, I have an insulated farm room containing two large dumb batteries, two space heaters, and 18 farm plots for mealwood which has gotten up to a mean temperature of 3C and change. I've found using a liquid tepidizer (on it's own dedicated coal gen circuit) to heat up my water tank to 15 C or so, then piping that water over my farm works very well to keep it warm enough to grow plants at. If you're growing bristles, then the water's already being used anyways. Faldoncow fucked around with this message at 21:24 on Jul 18, 2019 |
# ? Jul 18, 2019 19:04 |
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How the hell do I manage circuits? I'm confused about how electricity works in this game and honestly in general.
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# ? Jul 19, 2019 01:37 |
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Anything connected to a line can potentially draw power from that line. If the power draw of everything connected and activated goes over the limit that line starts taking damage. I tend to run a "spine" of heavy watt through all of my generators, and attach it to the high side of transformers, as well as some really high voltage draw machinery I keep outside the base. The low side of a transformer gets normal lines run to everything up to that line's capacity (sometimes I'll put more stuff on a line than it can hold if I know it won't be activated at the same time, balance it with care). Eventually when I have the spare refined metal I put a smart battery on the low side of the transformer that turns the transformer off at 100% and on at 50-ish% just so transformers aren't running 24/7 but it's not a super high priority.
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# ? Jul 19, 2019 02:35 |
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bird food bathtub posted:Anything connected to a line can potentially draw power from that line. If the power draw of everything connected and activated goes over the limit that line starts taking damage. Can you share a screenshot of what you're talking about? I've been building my power rooms as close to this setup as I can and I'm not sure if it's still good or if I'm just not splitting the power up enough or what. Cowman fucked around with this message at 03:21 on Jul 19, 2019 |
# ? Jul 19, 2019 03:16 |
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Your screenshot looks generally ok, but I notice one mistake. On the right side transformer, you are running heavy watt wire off it and then connecting regular wire to the heavy watt. There's no point using the transformer if you want to run heavy watt wire, and if you want to use the transformer to protect a circuit, you'll want to run regular wire only. Basically, each wire type has a maximum safe Wattage. For standard wire this is 1000 W, for heavy watt wire it's 20,000 W. Having the total Wattage drawn by active machinery on a regular wire circuit exceed that 1000 W limit will cause circuit damage. Additionally, Heavy Watt wire is a massive decor loss. It's best to keep that stuff contained to the power room, and out of sight. So a) Use regular wire for circuits, but keep the connected machinery below 1000 W. Make multiple separate small circuits b) Use heavy watt wire to run power close to these circuits from your power plant, and use transformers to step down from heavy watt wire -> regular wire Started a new game on the test branch, and everytime I use the Harvest tool to select plants to harvest the game locks up for 2-3 seconds. Couldn't figure out the issue, until I noticed this: 116 Arbor trees spawned on the same tile at map gen. This also explains how my dupes have harvested 45 tonnes of lumber by cycle 20. Faldoncow fucked around with this message at 04:51 on Jul 19, 2019 |
# ? Jul 19, 2019 04:30 |
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You should really never mix the heavy and light wires on the same circuit. A circuit is only as strong as the weakest wire on it so the advantage of the 20kW heavy wire vanishes if you connect it with basic wiring. The heavy wire should be on the input side of the transformer, the light on the output side. The point of the transformer is to isolate the lighter circuit from the heavy side.
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# ? Jul 19, 2019 04:57 |
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The latest patch fixes Wheezeworts, so that is great! Games starting to look solid, still can't see a July release though.
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# ? Jul 19, 2019 09:46 |
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Funso Banjo posted:The latest patch fixes Wheezeworts, so that is great! Games starting to look solid, still can't see a July release though. Especially since they're still doing major balance changes. And they haven't said anything about allowing customizing world gen traits or duplicants without the stupid reroll buttons. Or optimizing hauling behavior around rest/bed times or low oxygen Or inconsistent pipe connections Just duplicate the loving prepare carefully skills GUI from dwarf fortress... maybe make it like the RimWorld mod for the same.
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# ? Jul 19, 2019 10:18 |
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I recently started playing this and I'm kinda disappointed it's releasing soon. I wish there were more ways to manage the lovely AI and preventing them from climbing 100 tiles in with -8 athletics to deliver a few milligrams of algae or dig themselves into a hole or walk into superheated steam. I wish that you could carry objects without having to build stuff like bottle emptiers and storage containers, that you could designate an area off limits for decontamination so they don't try to clean every ladder in the swamp biome in atmospheric suits, that objects were automatically built with the closest type of mineral, and that you could press K and filter what items to sweep.
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# ? Jul 19, 2019 11:09 |
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Mercrom posted:that objects were automatically built with the closest type of mineral Ugh, mismatched floor tiles? No thanks. Materials have sufficiently different properties that you generally don't want to do that even if you don't give a drat about aesthetics. Mercrom posted:preventing them from climbing 100 tiles in with -8 athletics to deliver a few milligrams of algae Set that dupe's personal job priorities to either never do those types of jobs or do them only after they've exhausted all other options. Personal priorities are heavily (x10) weighted compared to specific task priorities.
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# ? Jul 19, 2019 13:04 |
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You can also set a proximity toggle so that jobs will get done on a bit better organizational method (closest dupe pathing vs first open/priority focused regardless of distance), which can help keep those dupes from going back and forth long distances between lovely jobs. It’s in the priorities tab, little button top right. Example: if you have a high priority slime storage while mining slime (and haven’t drastically tuned job priorities manually), each dupe will often mine a block and then carry that slime, vs proximity they will keep mining and other dupes without tasks will get the slime. Mazz fucked around with this message at 13:40 on Jul 19, 2019 |
# ? Jul 19, 2019 13:37 |
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Faldoncow posted:Your screenshot looks generally ok, but I notice one mistake. On the right side transformer, you are running heavy watt wire off it and then connecting regular wire to the heavy watt. There's no point using the transformer if you want to run heavy watt wire, and if you want to use the transformer to protect a circuit, you'll want to run regular wire only. Smiling Demon posted:You should really never mix the heavy and light wires on the same circuit. A circuit is only as strong as the weakest wire on it so the advantage of the 20kW heavy wire vanishes if you connect it with basic wiring. There's actually a really annoying trait of the game that I discovered. I initially put the heavy wire there and never meant to change it but when you connect a regular wire to it they will overwrite the heavy wire with the regular wire. If you look in the screenshot I've got the gas filter down below it and that's what happened there. I basically just need to split things up more right? Instead of having this power the whole facility I need to split it up into more power rooms connected to certain things. I've got a metal refinery set up with 3 coal plants connected to 2 metal refineries that only turn on when the refineries need them. Stuff like that I assume? Also behind the ladders I have heavy wire, should I replace that with regular/conductive(when able) wire?
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# ? Jul 19, 2019 22:37 |
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Cowman posted:There's actually a really annoying trait of the game that I discovered. I initially put the heavy wire there and never meant to change it but when you connect a regular wire to it they will overwrite the heavy wire with the regular wire. If you look in the screenshot I've got the gas filter down below it and that's what happened there. I basically just need to split things up more right? Instead of having this power the whole facility I need to split it up into more power rooms connected to certain things. I've got a metal refinery set up with 3 coal plants connected to 2 metal refineries that only turn on when the refineries need them. Stuff like that I assume? Also behind the ladders I have heavy wire, should I replace that with regular/conductive(when able) wire? You don't need to break down your power sources that much, just your wiring and/or transformers. Heavy watt is such a hit to decor I tend to go with transformers centralized in the power area and then just run tons of conductive wire to different sections; because conductive can carry a decent charge so long as you don't put big consumers on the same line (like multiple metal refineries running parallel) you will very rarely to never bust a conductive wire, especially if you work in automation to control air pumps and such so they don't run concurrently. Some of my lines have had like 20-30 consumers on them but function great between balancing the loads ( also a handful of items that require power but don't actually draw any) and automation. Access to a metal volcano is pretty much mandatory to do this in a sane fashion though. An example from a few builds ago, but you'll see the general idea: Basically the heavi watt is confined to the bottom left rooms (where no dupe is ever required to go), just exists to connect to the transformers, and then feed off into different sections via long conductive runs. There's an additional group of transformers on the far bottom left as that's where my refineries were and they need their own curcuits. Doing it this way is less "simple" than just heavi watt runs but my decor also looked like this: Mazz fucked around with this message at 23:11 on Jul 19, 2019 |
# ? Jul 19, 2019 23:04 |
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Mazz posted:You don't need to break down your power sources that much, just your wiring and/or transformers. Heavy watt is such a hit to decor I tend to go with transformers centralized in the power area and then just run tons of conductive wire to different sections; because conductive can carry a decent charge so long as you don't put big consumers on the same line (like multiple metal refineries running parallel) you will very rarely to never bust a conductive wire, especially if you work in automation to control air pumps and such so they don't run concurrently. Some of my lines have had like 20-30 consumers on them but function great between balancing the loads ( also a handful of items that require power but don't actually draw any) and automation. Access to a metal volcano is pretty much mandatory to do this in a sane fashion though. Those bases look pretty far along, how many FPS were you getting there? That's always been my biggest problem with this game. Once I get to the point that half the map is mined out the game runs horribly (less than 20 fps). Did they optimize it yet?
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# ? Jul 19, 2019 23:14 |
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Cowman posted:There's actually a really annoying trait of the game that I discovered. I initially put the heavy wire there and never meant to change it but when you connect a regular wire to it they will overwrite the heavy wire with the regular wire. You should never be connecting a regular wire to a heavi wire like that. When power runs through a circuit, it runs through the whole circuit, not just directly to the machine that's using it, so eventually your regular wire is going to be destroyed by the current. When you want to "branch off" to run a regular wire to some machinery, that's what transformers are for.
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# ? Jul 19, 2019 23:15 |
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Loiku posted:Those bases look pretty far along, how many FPS were you getting there? That's always been my biggest problem with this game. Once I get to the point that half the map is mined out the game runs horribly (less than 20 fps). Did they optimize it yet? I had some drops but nothing drastic, but I also do things like clean up my gasses and sweep drat near every object dropped in time. I think not managing those two things has a big effect on CPU load, because every item has a mass, temperature, etc being tracked. Once they get stored they “combine”, drastically reducing the individual items that exist. This has interesting knock on effects as a way to temperature balance materials like stone really quickly, as it average values based on masses. I.E 2 tons of 50C sandstone added to 18 tons of 10C will result in 20 tons at like 12C or whatever, now as one object. I would argue this is also a very good reason to categorize your storage once you get comfortably settled, as it maximizes this combining item stuff. 600 tons of abyassalite fits in 30 full storage containers, but it reduces the abyasslite objects to those 30 stacks. Across all material it adds up fast. Mazz fucked around with this message at 23:29 on Jul 19, 2019 |
# ? Jul 19, 2019 23:16 |
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Can you attach multiple transformers to a Heavi-Watt line? I've never been sure.
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# ? Jul 19, 2019 23:29 |
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Funso Banjo posted:The latest patch fixes Wheezeworts, so that is great! Games starting to look solid, still can't see a July release though. Feels about ready to release actually. Sure there are some bugs, but nothing game-breaking. Besides, they have delayed it long enough already.
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# ? Jul 19, 2019 23:30 |
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Arsenic Lupin posted:Can you attach multiple transformers to a Heavi-Watt line? I've never been sure. Yes, the general layout if you're using centralized power is to have a single heavi-watt backbone line connecting all of your power generators (and batteries if you're using solar), connected to a series of transformers to branch the power off towards small groups of machines via regular wires.
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# ? Jul 19, 2019 23:40 |
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This is how I manage my power. The "spine" of heavi-watt runs to my power plants, since I had some natural gas generators in different locations and solar panels on the top of the asteroid there's multiple plants, and also along the bottom of my base for a bunch of refineries and high power draw stuff that I don't want in the base. Each transformer is a different "circuit" and the regular power lines coming off of it jump across a vacuum layer for heat insulation then into the base where it's distributed as necessary. Should have gone with all insulated or whatever the wire is at the bottom for less decor hit but oh well. The one at the top was laid down really early in the game and I'll get around to replacing it at some point.
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# ? Jul 19, 2019 23:55 |
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bird food bathtub posted:the regular power lines coming off of it jump across a vacuum layer for heat insulation then into the base where it's distributed as necessary.
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# ? Jul 20, 2019 00:27 |
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Arsenic Lupin posted:Ooh, nice. Done by pump? Not at first but I did end up adding a pump for having to reconstruct portions of it to put in the wire bridges. Most of the base is surrounded by vacuum that was built that way using the tile subtraction at an angle thing, then for the portions that I frequently reconstruct like that wiring section I have it portioned off with two insulated tiles.
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# ? Jul 20, 2019 00:38 |
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Hello Sailor posted:Ugh, mismatched floor tiles? No thanks. Materials have sufficiently different properties that you generally don't want to do that even if you don't give a drat about aesthetics. It generally doesn't matter in the slightest because the differences are tiny, but there's no reason you wouldn't still be able to build your ladders out of obsidian if you are worried about them melting.
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# ? Jul 20, 2019 01:14 |
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What's the tile subtraction at an angle thing?
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# ? Jul 20, 2019 02:36 |
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Dupes can mine or remove blocks that are on the inside corners. code:
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# ? Jul 20, 2019 02:51 |
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You can also build out walls that way to isolate liquids/gasses outside an area; isolate the working tile like this:code:
Really useful when working from underneath a liquid pool you don't want everywhere and/or a gas pocket bursting. EDIT: My post decided to move that X, if its not over the O it should be Mazz fucked around with this message at 03:32 on Jul 20, 2019 |
# ? Jul 20, 2019 03:22 |
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# ? Apr 25, 2024 08:47 |
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i mean if you're gonna exploit game mechanics to create vacuum, why not just enable sandbox mode and do it that way? it's a lot less work.
Slow News Day fucked around with this message at 08:47 on Jul 20, 2019 |
# ? Jul 20, 2019 06:50 |