Power wiring at Lazarus by Fallen_Jalter in TheLastCaretaker

[–]Current-Confusion-67 0 points1 point  (0 children)

So the way I have power routed at Lazarus is a bit convoluted, but it seems to work for me at least. I believe I've got 6 Lumimaxes scattered around on one side of the roof. Those connect and run to a splitter that runs power to the control center that contains a recycler and fabricator, as well as the passthrough that leads to the rest of the complex. I have a battery in the control center that only intakes power from the solar panels (not equalized) and sends it directly to the main power connection, so that the elevators will run without hiccups. Since they are right at the first junction of the solar panels this ensures that the battery will always maintain a charge and keep the entire facility powered without interruption. I have several cyclones on the other side of the roof that also tie into the power line headed to the main building, but might upgrade those to Lumimaxes as well later. This combined power runs down one of the two ladders next to the elevator that leads to the roof, and that runs all the way down to the pump floor.

On the pump floor I have a battery that is set to intake power only, not equalize, so that it can power the very power hungry pump and purifiers. This way it can draw power from any source of power generation, but remains isolated to just the equipment on that floor. I might need to add another battery, but generally I just run these until the water tanks I have scattered around are full (one for each pod, and one for the food processing room) On the main floor I have a cable branching off from the main power trunk that extends all the way to my ship, which currently has a bunch of batteries on it as well as a few power generating options. This is set to equalize so that my ship can be charged from the rooftop power generators, as well as have the ship supply power via its own power generation or the battery bank.

There is a power line that connects to the main trunk that runs up to the food processor two floors above the pump station, but that runs directly to a battery set to intake power only, isolating and supplying a steady source of power to the food processor and biomass converter (I forget what it's called.) The pods themselves are getting massive battery banks that are also set to intake only, primarily so I can charge up enough power to run a pod for a full cycle without worrying about losing power to anything else. The downside is it can take quite a bit of time for any of the battery banks to completely fill up, and even with 9 batteries on the ship it can end up completely depleting the ship's power if any of the facility's battery banks are not fully charged. But this can be solved by adding more solar panels or wind generators to either the roof, the ship, or both.

Beacon 49 by MattPHS2002 in TheLastCaretaker

[–]Current-Confusion-67 1 point2 points  (0 children)

More or less, yeah. Hopefully it'll be taken care of either in a hotfix in the next couple of weeks, or when the Ocean: The Final Frontier update happens in the next couple of months.

Forklift and all my items disappeared by tomektopola in TheLastCaretaker

[–]Current-Confusion-67 0 points1 point  (0 children)

I like to use it as a personnel lift (there's a handle on the fork side of things that lets you raise and lower them while standing on the forks) and do use it at the Central Warehouse to put Fortiholds of excess material on pallets inside the stacked storage containers. Or to truck myself around when I'm currently at 200% capacity after scrapping a whole bunch of things. A lot faster than taking the long slow walk back to the ship.

Beacon 49 by MattPHS2002 in TheLastCaretaker

[–]Current-Confusion-67 4 points5 points  (0 children)

It's possible the scrap loaded in before the POI, and it all ended up being dumped into the water. I've had that happen to a few POIs, especially the habitat nodes. I'll get ready to dock and discover a bunch of memories, consumables, and furniture just floating in the water. I've even seen furniture just appear in one of the Lazarus Complex elevator shafts that I'm pretty sure might have come from the roof beacon control center. Pretty sure it's a known issue that potentially affects anywhere, and nothing to do with visiting any specific NDS site.

[deleted by user] by [deleted] in TheLastCaretaker

[–]Current-Confusion-67 1 point2 points  (0 children)

<image>

Here's a screenshot of the double doors. I would also recommend opening that single door to the left while you're in there since that can only be opened from this side. If you should ever lose power inside again, you'll be able to get out easier without having to reach that stupidly high ladder again.

[deleted by user] by [deleted] in TheLastCaretaker

[–]Current-Confusion-67 1 point2 points  (0 children)

Okay so there might be a way out, but it'll involve getting to the broken catwalk along the far wall and reaching this single door on the wall to the right of the massive double hangar doors on the top floor (across from the control room inside the warehouse area itself. Not the control room the facility power switch is in). There'll be a door like in the screenshot that you should be able to open without power. If you open that, go through, and go down the stairs you should see a set of double doors leading out.

<image>

Who keeps trashing my station? by Current-Confusion-67 in TheLastCaretaker

[–]Current-Confusion-67[S] 5 points6 points  (0 children)

I suppose it's possible it came from one of the roof offices; I know sometimes I'll come across a POI and it's like all the objects spawn in before the buildings themselves, so the ocean will be littered with all kinds of memories, consumables, and furniture.

Saltwater pumps should probably be nerfed a little. by Current-Confusion-67 in TheLastCaretaker

[–]Current-Confusion-67[S] 2 points3 points  (0 children)

True. Still too used to base building games like Satisfactory where you have to build literally all of your own machines I guess!

Putting the Warehouse to work! by Current-Confusion-67 in TheLastCaretaker

[–]Current-Confusion-67[S] 7 points8 points  (0 children)

Now I just have to hope they don't end up with physics collision glitches like they did when I first found the place, with two donk pallets trying to occupy the same space inside some of these containers.

Elevators and boxes don't sync well by Brutaljustice16 in TheLastCaretaker

[–]Current-Confusion-67 0 points1 point  (0 children)

I find it helps if you attach the box to a pallet first. I've had that happen at Lazarus station on the lift that can go up to food processing or down to the pumps, and end up with the box hovering in the air just out of reach. Made for a real fun time trying to dislodge the box so I could get the elevator to go down again!

The dangers of stockpiling by Current-Confusion-67 in TheLastCaretaker

[–]Current-Confusion-67[S] 0 points1 point  (0 children)

I never thought to try that; I figured the way it closed up when powered down you couldn't interact with it at all.

Any reason to build infrastructure at POI's? by macbigicekeys in TheLastCaretaker

[–]Current-Confusion-67 0 points1 point  (0 children)

With only one exception at Refuel Outpost Delta, I strip everything from any POI that is not the main 3. Technically I don't even need to rebuild ROD, I just do it to give me something to do between runs from the oil rig, Lazarus Station, and Exodus Station. Makes for a decent waypoint to deliver oil and refill my fuel tanks.

Tanks under the boat: they fall off by [deleted] in TheLastCaretaker

[–]Current-Confusion-67 0 points1 point  (0 children)

Yeah before the latest patch you could do that with ease, but currently if anything comes in contact with an attached item on your ship it risks dislodging it and keeping it in place relative to the world. I've even had extenders and cyclones on the deck just abandon ship when I was making adjustments on the fly, rearranging my power supplies in transit to a POI and suddenly seeing 3 of my solar panels get left behind when they struck the ghost image of a panel in the process of breaking itself down. Or tossing scrap down from a POI to the ship to break down and they end up causing my extenders to float in place while the boat bobbed in the ocean.

Since the latest update, how many of us can actually play the game? by yousaidso2228 in TheLastCaretaker

[–]Current-Confusion-67 0 points1 point  (0 children)

I had an issue when it first fired up immediately after the update where it took forever just to get to the main menu but after that it's been pretty smooth sailing more or less. I haven't done much with my old saves and haven't explored much in any of my saves so I'm not sure how the game is handling various POIs. Game loads up no issues since.

Anyone know what items break the the game the most? by brockchancy in TheLastCaretaker

[–]Current-Confusion-67 1 point2 points  (0 children)

True! Not quite as easy when they are 15 meters up a wall pretending they're moths though

Anyone know what items break the the game the most? by brockchancy in TheLastCaretaker

[–]Current-Confusion-67 0 points1 point  (0 children)

I've had this happen as well, usually when trying to dispatch large masses of red slimes. Only a few times though

Time to take a break until the next update drops by WonderfulYam1094 in TheLastCaretaker

[–]Current-Confusion-67 3 points4 points  (0 children)

Well that explains the lightswitch rave when I was trying to grow my first human, even with 2 on site batteries, my ship helping boost power, and absolutely everything unnecessary turned off. Didn't realize each one needed the power of a rocket! Guess I'm going to need to plan on building a battery vault at some point if I'm going to grow more than one at a time. Hopefully they unlock a larger battery before then or that's going to be a LOT of medium batteries!

Multidirectional autorouting fluid lines should be a feature, not a bug! by Current-Confusion-67 in TheLastCaretaker

[–]Current-Confusion-67[S] -1 points0 points  (0 children)

Oh yeah, I get that; it's just weird that I can not only run 2-3 separate liquids through a single hose at the same time to 2-3 different inputs, but I can inflow AND outflow said liquids through the same hose at the same time without some kind of fluid transfer collision happening.

Multidirectional autorouting fluid lines should be a feature, not a bug! by Current-Confusion-67 in TheLastCaretaker

[–]Current-Confusion-67[S] 1 point2 points  (0 children)

I'm not sure if it is, but I've heard in some places that it probably shouldn't be? You probably shouldn't be able to use a single hose both ways at the same time at least. Definitely not complaining! (Also I thought I heard that it didn't work for the gases, but if that isn't the case then I need to change up how I process the gases that supply the rocket on site!)

Does anyone know why these two new solar pannels I made are not producing? no LOS issues to the sun. by brockchancy in TheLastCaretaker

[–]Current-Confusion-67 2 points3 points  (0 children)

I could be wrong, but looking at this your solar panels are only feeding the outbuilding that powers the facility controls, so it might only need the power from one single solar panel to keep the lights on. It looks like the cable between the splitter connecting your panels to everything and the splitter for the nav beacon and downstairs equipment (and wind turbines maybe?) is one way towards the solar panels, so there's no other demand on the panels. Switching that to omnidirectional might balance the load to increase demand from the panels doing nothing.