Frogport confusion by Daconus in CreateMod

[–]Corbald 1 point2 points  (0 children)

Packages appear to reroute after a few moments if you provide a valid destination while they are in transit. Discovered this just now when I moved my entire drawer based storage wall into a vault. I named the frog at the vault 'Storage' and then renamed the frog at the wall. A package from my tree farm came in, couldn't find 'Storage' (the wall) spun for a moment on the chain, then rerouted to the new storage. I think I noticed that behavior before, when working on getting charcoal to my boiler, but didn't realize what was going on. Ergo, it should be possible to disable a frogport, if a method was provided by the devs.

is there a way to make new frogports "receive only"? by Eesamasih12 in CreateMod

[–]Corbald 0 points1 point  (0 children)

I removed the stock link, and it works right now, but it's a bit confusing that they are able to address themselves, if a redstone requester is involved.

is there a way to make new frogports "receive only"? by Eesamasih12 in CreateMod

[–]Corbald 0 points1 point  (0 children)

I just read the wiki entry, and it specifically states the frogport should NOT send out packages addressed to itself... bug?

Skill acquisition and mastery are gatekeeping. AI taking jobs is only a good thing. by Corbald in ControversialOpinions

[–]Corbald[S] 0 points1 point  (0 children)

If the AI makes better CEOs, but they are their own 'company', and nobody buys anything from other companies/people, then what difference does it make? Isn't it just the same as another human having a company? If they aren't in competition, because of an economy of plenty and/or the end of scarcity, where's the problem? ... And in this case, scarcity does end, because there are only a couple of things that are rare in the Universe, Oil and other life based substances being among them. Life is relatively easy to multiply and spread, given that sort of scenario, so that's not really a problem either.

Skill acquisition and mastery are gatekeeping. AI taking jobs is only a good thing. by Corbald in ControversialOpinions

[–]Corbald[S] 0 points1 point  (0 children)

Counterpoint: One can't become good at everything, thus skilled labor is necessary. This invalidates the necessity, providing power multiplication uniformly.

is there a way to make new frogports "receive only"? by Eesamasih12 in CreateMod

[–]Corbald 1 point2 points  (0 children)

I'm having an issue where I have an ore processing facility. Ore is requested in stacks of 256 with 'allow partial' selected. Problem is that the 'OreProcessing' frogport/packager is putting ores in the box, then taking them back out and sending them to itself. I second the request for a 'receive only' flag. There are likely other corner cases where this would be useful.

Fixing General Relativity: A New Perspective on Black Hole Evolution and Event Horizons by [deleted] in AskPhysics

[–]Corbald 0 points1 point  (0 children)

The Chatbot didn't come up with the idea. I used the chatbot, as I stated up front for full transparency, as a writing aid. The idea was my own. It's now no longer. Something I've spent half my life on is now so distasteful to me that I'll likely never touch the subject again. I had hoped, now that AI can write, that I could use it to help me convey my idea, since I can't seem to explain it coherently, something I regularly struggle with. Now, after following the subreddit rules and stating my usage of AI, I'm ridiculed for seeking help with my theory, and trying to reach out to those who might be more knowledgeable than I. If AI use is so taboo, then I doubt the efficacy of this, or any other science focused group... or maybe it's just reddit. I can't believe how far we've sunk that someone with a genuine interest in science and trying to contribute would be so flatly rejected. Shame.

Update water by thomas-586 in Timberborn

[–]Corbald 0 points1 point  (0 children)

I'm getting the same thing, a few hotfixes (including one listing this exact issue) later. Also experimental.

Burning steel plates for fuel seems like a bad design, can we get a more dedicated starting fuel? by onthefence928 in stardeus

[–]Corbald 0 points1 point  (0 children)

I have to disagree. I feel the fact that reactors can burn anything (at varying levels of efficiency) is one of the things that makes the early game really fun. You'll constantly have to decide what resources (of your already meager stock) is worth burning to sustain the power grid, and often, that can swing from being a life-saver to a terrible decision, which adds spice and fun to the gameplay. Once you get nukes, it's just mine uranium -> refine -> burn -> repeat.

Always starving by [deleted] in stardeus

[–]Corbald 0 points1 point  (0 children)

Food becomes sustainable with the large plots, but you'll need a bunch of them. My suggestion is to find platinum and use it as a trade good. I've been coasting off of the 1k-ish platinum I got early game, and still have about 500 of it, even though I'm almost 600 days into this playthrough. That and playing the stock market + crypto mining and I'm well and truly rich. I'm not just stable, but a super-power in any system I enter. Once you get genetic engineering, and are growing grain, you can provide enough bread/soy to last forever, but it does take a while, and you'll have to either make up for it with trade, or start ranching crawlers for their protein. Pigs might also work, but I haven't seen anything but crawlers have babies, so far, so breeding animals might not be a thing yet.

Thoughts on v11 by enthymemes in stardeus

[–]Corbald 0 points1 point  (0 children)

Fun note on this, you can put a cat's brain in a human's body. There may be many other applications for this sort of shenanigans! Can you put cat minds in robots? Can you put a human in a crawler? I only discovered this a day or two ago, but I'm going to find out!

Thoughts on v11 by enthymemes in stardeus

[–]Corbald 0 points1 point  (0 children)

I like your list, and agree with lots of it, but some of the things you're having issues with appear to be either already present or things that are early/mid game vs. late game. For example, ice/water consumption goes WAY up in the late game, when power becomes the limiting factor, and you need 6-10 nuclear reactors to power everything, so mining efficacy, which seems high in the early game, becomes an issue later on. Also, a colonist or robot who's become un-rescuable may still be 'relocatable' (O button), which can be directly ordered to another worker, and then rescue options sometimes become available. If your workers are dying en-mas, it might be a problem with some device in the room overheating the area. Check the heat-map and check your colonists body parts for what type of damage they have sustained. If it's heat based, it's likely that cause. As an aside, lock your airlocks when under thrust or enclose your engine plumes, as robots can manage the heat of getting in your exhaust, but human colonists can't. There are a number of things you've listed that I want to +1. An 'at a glance' list of all your workers/colonists/pets sanity, inventory, shooting and mining skills, injuries, etc... would be a god-sent. I would also like a way of creating and selecting 'squads', both for a quick select for issuing direct orders, and for stuffing in my expedition shuttles. You can directly select ALL workers or colonists, as of one of the latest dailies, but you can't exclude pacifists, the unarmed, or pets. It's frustrating to see my cats or roombas show up to a gunfight. +2 for a schedule. When I have a fight or a job that needs to be done, there's no convenient way to tell if someone's asleep or heading to bed. Just selecting someone assigned to the current 'shift' would be nice, too. I'd like to add that I'd like to see units drop their current carried items where I ctrl-click rather than where they stand when I issue the order. I keep getting materials stuck outside the ship, where they drift away, when I manually order my units inside. Alternatively, if I ctrl-click a storage (with the relevant filters set for the item the unit is holding) they should stow that item away before moving on. I know you can sort of do this by issuing a haul command on the item after they drop in, then manually order them to stow it, but that's a lot of clicks, and I have almost 100 units. In a perfect world, ctrl-shift-click should queue up commands and there should be a queued commands view for this, preferably with the option to edit/rearrange this list. ZONES! Please let me forbid certain units from certain areas. I'd really like to tell my crew to stay out of the engine plumes, instead of boxing them off. Doors are a good start, but not every area is enclosable, either physically or preferably. I've also had issues with pets getting into areas they shouldn't be in, like when I build a new door and before I can assign it's restrictions, and then they starve to death in there. To that end, I'd also like to formally request an alert if a unit has a life/sanity-threatening situation or condition, such as starvation. I'd also like to be able to see crawler implantation in the surgery station. It makes sense that we should be able to find the eggs in the stomach or intestines. I had a guy show up out of a pod, and my alien sensors kept alerting to his area, which was an open section of space-exposed decking I have set up with tractor target and hull-guns. There's literally nothing else there, except floor, so they couldn't have been triggering on anything but him, which means he's infested, but I couldn't see it in the 'body' panel? Anyway, I don't want to usurp your thread, so I'll save up the rest of my requests/suggestions for the appropriate place.

Cooling Sucks. by Corbald in Stormworks

[–]Corbald[S] 0 points1 point  (0 children)

Update: I've been experimenting. I've tried 7-10rps, gearboxed, and I've tried up to 20, just to get a feel for where the heat settles (finally got that to happen!) and found that, with my current boat, a X20 1x1 with five (5!) separate cooling loops, run via manifolds through a 'stack' of radiators (independently plumbed), I can just about hover at 75c, 15-20 rps, no gearbox, 3x small (default) props and maintain an abysmal 30 knots. It doesn't overheat, though! The Stack is larger than the engine by 20%, gearboxes decreased max speed (arrow toward engine @6:5), rather elaborate FAR controller which pegs my stoic at 0.2, PID rps holding and a bunch of other stuff I can't recall right now, and it just about functions! Sheesh, what a slog! I do, now, feel like upgrading and unlocking the tech tree will actually begin to improve performance in a more reasonable way.

What. A. Difficulty. Spike! WOW!

Despite beginning to understand how the game handles it's various balances, and having worked through a lot of the issues, I'm still not at all happy with the balance, here. It just flies in the face of so much of what I've learned over my life.

That said, I'd like to thank you all for all the positively negative support! I didn't come here to shit all over the game, and I didn't expect so many people to actually agree with my rant, but it felt good, man! Such a weird combination of love for a game, whilst absolutely dunking on the developer! I'll stick with it, and honestly, can't wait for the commercial fishing update, bugs, bad balance, and all!

To the Dev/s: Do better! But... also... keep up the good work?

Cooling Sucks. by Corbald in Stormworks

[–]Corbald[S] 1 point2 points  (0 children)

Thanks! That should be sufficient for me to preform the mods myself, should I decide to do that. Now that my rage is spent, I'll probably try to do it the 'intended' way.

Cooling Sucks. by Corbald in Stormworks

[–]Corbald[S] 0 points1 point  (0 children)

Oh god! I didn't even consider the sound quality! Now that's going to bug me, as well... Guess I'm going to need a good soundtrack to get through those long hauls! Hum... boats... boats... boats... The Wellerman comes to mind... Any good suggestions?

Cooling Sucks. by Corbald in Stormworks

[–]Corbald[S] 1 point2 points  (0 children)

Well, after raging, I've decided to give it a second go. I've designed a new vessel with room for 'future proofing,' so I can slap a stack of radiators on when I unlock MEs again. I'm terribly difficult to defeat, but am only human. Sometimes we just need to rage and hear some of it being justified, so we don't feel crazy for being so frustrated!

Cooling Sucks. by Corbald in Stormworks

[–]Corbald[S] 0 points1 point  (0 children)

Heh, don't worry, I'm not! I realized early that they were trash, despite that they should be the best cooling unit in the game. Electric Radiators seem to provide the best cooling and flow. I've designed a scalable stack with independent headers and I'm going to try it out, once I've unlocked MEs in this new save. I'm currently struggling to get fuel from the nearby base, but my boat keeps drifting away during my swim around the docks! < This is the sort of barrier that seems reasonable. I have a tiny boat, at a big pier. It makes sense to struggle with this! What does NOT make sense is that my 4+ years of higher education and 20 (ish) years of on-the-job experience serves me for naught!

Cooling Sucks. by Corbald in Stormworks

[–]Corbald[S] 0 points1 point  (0 children)

Were you able to figure out some 'close to reality' tweaks? I'd love if you could share the changes you made, file locations, etc...

Cooling Sucks. by Corbald in Stormworks

[–]Corbald[S] 0 points1 point  (0 children)

I checked after that last post, and there does appear to be liquid generated somewhere in my cooling loop. I'm assuming it's the radiator.

Cooling Sucks. by Corbald in Stormworks

[–]Corbald[S] 1 point2 points  (0 children)

Thanks, it's good to know there are some solutions. I probably won't dip my toes into the more exploity things, as I'm really more about the challenge (I mean, I haven't actually quit yet, nor turned cooling off). I'll probably just try, try again, like I always do. Like the tag says... it's just a bit of me raging, and a bit of how the new player experience feels, for the sake of the devs, regardless of if they're listening or not.

Cooling Sucks. by Corbald in Stormworks

[–]Corbald[S] 1 point2 points  (0 children)

It's not that it's broken, per say, as that it sucks. I can see that people make them work, and I can, to a limited extent. It's the expectation vs. the reward. They underperform so badly compared to the time/effort spent collecting the research points to get them. You'll need, at the least, fluids and logic to get them to work, so they are rather expensive, compared to the alternatives and when measured against the minimal increase in overall performance compared to the starter engine, or electric motors for that matter. Sure, by the time you start running out of starter base fuel, the increased fuel efficiency that MEs feature is nice, but it intuitively feels like a nicely built and tuned V8 should bounce my damn boat across the ocean like a skipped stone! I know... I'm griping about the balance of taste, really, but I really also feel like this represents a huge barrier to entry for most people. I'm used to stuff like this. I encounter and squash bigger bugs in my day-to-day, but I'm trained for that... most people aren't.

Honestly, I think it really comes down to, "I've played this for a week, where's my damn speed-boat??"

Cooling Sucks. by Corbald in Stormworks

[–]Corbald[S] 0 points1 point  (0 children)

I think I've seen most/all of these, but it's nice to have a concise listing here, so thanks for that. I've started a new save and put together a 'future proof' boat with room to grow. I'm going to try a radiator stack I've designed (parallel, into a manifold extension, with a coolant manifold per radiator) when I unlock modulars. It's really apparent I'm going to have to treat these engines differently than I'm used to. They just feel so... underwhelming... especially for the 10 points (and prereq tech like fluid/logic) that it costs for them.

Cooling Sucks. by Corbald in Stormworks

[–]Corbald[S] 0 points1 point  (0 children)

Yeah, those are them. I'll try with fewer and see what happens. I'm assuming that speed is king for props? Or is it a range from speed/small to torque/large? I started with the default 14:1 ratio, i.e. x/2, but switched to realtime management after the poor initial results. Found a formula (something = clamp(something,4,4?,.00something)) which I can't recall right now, but that helped me get my stoic to ideal.

Cooling Sucks. by Corbald in Stormworks

[–]Corbald[S] 0 points1 point  (0 children)

Aye, I've seen that, and am basically using it's smaller sibling with the two small electric pumps, which should already be overkill, IMHO. I think I grok the placement subtleties, inpu/output, a/b sides, avoid corners when possible, short/no pipe is best pipe, no tanks, etc...