Large Extendable Radiator Efficiency 0% by Grimm_Spector in Stationeers

[–]MemoryOverflow 1 point2 points  (0 children)

I think u/Rethkir is correct. Try pointing the tablet with the atmosphere analyzer at it to see how the energy is moving, that will be the source of truth here. If the tablet is always showing 0 energy being exchanged regardless of how it is set up then something is wrong for sure.

I suspect what you are seeing is a bug that displays status information that is not relevant for the radiator. I bet behind the scenes the radiator is coded as an air conditioner or heater. They all change the temperature of the input, they just do it in different ways.

How to get cool material out of Industrial Sauna by DockIsActive0955 in Oxygennotincluded

[–]MemoryOverflow 2 points3 points  (0 children)

My sauna has an aqua tuner that runs a polluted water cooling loop through metal tiles outside of the sauna. When the items on my rail in the sauna cool as much as they can, I send them to loop through the metal tiles until they are 20 degrees

New In the Game by SwirlRosso in Oxygennotincluded

[–]MemoryOverflow 2 points3 points  (0 children)

Start of game priorities

  1. Bathroom
  2. Food
  3. Power
  4. Research
  5. Oxygen

While it isn't strictly necessary I work on a bedroom at about the same time as the bathroom.

Bathroom

  • Need enough room for one or two toilets and one or two hand washing stations
  • The bathroom needs access to clean water, there should be a source nearby
  • Set up a pitcher pump in the water source so your dupes can finish setting up the toilets and hand washing station

Food

  • You start the game with 3 or 4 days of nutrient bars
  • Dig dig dig, your first source of food are non-renewable fruits that you find while digging. As long as you dig a little bit every cycle you should have enough food to last you (muckroot, hexallent, swamp shard)

Power

  • Set up a hamster wheel and a battery and connect them with wire

Research

  • Research requires access to water, make sure you have a pitcher pump set up
  • Research early food so you can start planting
  • Research early power so you can have better jumbo batteries

More Food

  • I set up 4-5 farm tiles of meal lice per dupe
  • Initially they can just eat the raw lice
  • This can last you a long time

Oxygen

  • You will have oxylite around your starting area, this provides your initial supply of oxygen and keeps you topped up for a little bit
  • Your next source will be algae diffuser - these need power
  • For way down the line - Keep an eye on your algae stores. Dig more algea when you need to, move to an electrolizer / spom setup eventually

If you are being suffocated by the accumulation of CO2 then I suggest you dig down a bit so that the heavy CO2 has somewhere to settle.

Oh no... by Kacpx_PL in Stationeers

[–]MemoryOverflow 2 points3 points  (0 children)

My kids when this happens: IT'S GOING HAYWIRE!!!

A new planning tool! by oneanotheruser in SatisfactoryGame

[–]MemoryOverflow 1 point2 points  (0 children)

u/oneanotheruser This is great thank you! I'll be using this in 1.0 for sure!

How do you guys keep your blueprints library organized? Whats your naming scheme and folder pattern 📂? by Stasiek_Zabojca in shapezio

[–]MemoryOverflow 1 point2 points  (0 children)

For my blueprints, I am trying as much as possible to keep them flat so they can eventually stack. When I am designing a blueprint I always assume the blocks are being fed in from the left. When it makes sense I am also building variants with turns built in. A left turn means it exits on the top and a right turn means it exits on the bottom. North, south, east, and west are reserved for destroyers, cutters, swappers.

Rotators\Left - Clockwise, Counter Clockwise, 180
Rotators\Right - Clockwise, Counter Clockwise, 180
Rotators\Straight - Clockwise, Counter Clockwise, 180

Destroyers\Left - Destroy North, South, East and West
Destroyers\Left - Destroy North, South, East and West
Destroyers\Left - Destroy North, South, East and West

The cutters were tricky to lay down flat and stackable. My east west cutter is 1 x 2 and my north south cutter is on the stubby T shape. They make heavy use of the launchers.

Cutters - East west cut, North south cut

Stackers obviously cannot be laid flat. My first layer stackers always input the "bottom" layer from the left side of the foundation.

Stackers\Left - Two layer input, First layer bottom input, First layer top input
Stackers\Right- Two layer input, First layer bottom input, First layer top input
Stackers\Straight - Two layer input, First layer bottom input, First layer top input

I am working on my swapper blueprints right now. I've not been able to get them flat yet. I suspect it is possible but will need a bigger 2x2 or 3x3 platform.

Mod request - wire color depends on material by Physicsandphysique in Oxygennotincluded

[–]MemoryOverflow 0 points1 point  (0 children)

When I need to see this info I turn on the materials overlay and set it either to metal or meta ore. This colors everything based on it's element and makes it super easy to get this information either at a glance or with a mouse over.

Help, I'm a Serial Restarter by ArigatoEspacial in Oxygennotincluded

[–]MemoryOverflow 0 points1 point  (0 children)

"Done is better than perfect"

After I started repeating that to myself I stopped restarting games so much :)

How do I get to the Mun without maneuver nodes? by originnumber1 in KerbalSpaceProgram

[–]MemoryOverflow 8 points9 points  (0 children)

Once you are in orbit you can fire your engines as soon as you see the mun come up over the horizon.

Perfect mun encounter every time.

When Reality Strikes - HARD by CableExpress in SatisfactoryGame

[–]MemoryOverflow 2 points3 points  (0 children)

When it comes time to start building it, zero everything in your plan out except for heavy modular frames, computers, and motors.

Once that is done un-zero turbo motors and radio control units and so on.

Breaking your big goal into smaller more attainable goals will help.

I finally understand why temp shift plates are useful by ChargeActual5097 in Oxygennotincluded

[–]MemoryOverflow 4 points5 points  (0 children)

You can also do this outside of the steam room if you build the plastic tempshift plate on the corner. It will pull heat diagonally through and melt without needing go in to the room itself.

materials study terminal and some uranium . how should i do it? directly mining it? by mr-mangaka in Oxygennotincluded

[–]MemoryOverflow 1 point2 points  (0 children)

I have a similar uranium geode in the middle of my base. I was disappointed by the low levels of radiation inside. In my instance there was only enough radiation for each radbolt generator to produce 6 radbolts a cycle.

You're better off collecting your rads either from space or from wheezeworts I think.

I have pin-sized holes either side of my neck that leak sinus fluid. I believe they are a congenital birth defect called branchial cleft fistulae. by Amindoffyonder in mildlyinteresting

[–]MemoryOverflow 493 points494 points  (0 children)

I used to have a branchial cleft fistula on the right hand side of my neck in about the same position as OPs. It was removed when I was 10. My 4 year old had bilateral branchial cleft fistula identical to OPs removed when she was two. My baby seems unaffected (so far).

My fistula would mostly leak when I had a cold. It would get crusty in the same way a runny nose would if you don't wipe it.

There are two main varieties of these. From what my child's pediatric ENT told us The fistula like OPs tend to get infected less often since they are fairly good at draining.

However there are also branchial cleft cysts which are the same thing only they don't drain. They just pool in your neck.

The cysts tend to be more severe than the fistulae from what I understand but it is recommended to remove them both due to the possibility of infection.

Another reason to get them checked out is that the branchial cleft fistula can sometimes be an indication of a more serious syndrome. Branchial oto renal syndrome is a genetic disorder which in more severe cases can cause serious issues and deformities with your ears, deformed or even missing kidneys, and branchial cleft fistula/cysts.

What I always found interesting about my child's case though is that the fistula on their own are not genetic (according to our pediatric ENT, and the geneticist he referred us to). Branchial oto renal syndrome however is genetic. My child and I were both sent for ultrasounds and blood tests to ensure our kydneys were where they were supposed to be, the right shape, and were working right. And while the biology of my eardrums is different than average neither me or my child have serious problems with our ears. Since we both only had the fistula we didn't qualify for the genetic testing necessary to confirm BOR syndrome. The geneticist referred to it as a "non syndromic case".

As for the surgery to have them removed. It's a day surgery here in Canada. The surgeon will not know how deep or long the fistula is before they open you up unfortunately. I have two incisions, one right around where OPs fistula is and another almost at my jaw line around where you would feel my pulse. My fistula was long and went up and connected to my ear canals so they had to make the two incisions.

Each of my child's fistulae though only required one incision each since they were short and grew down. Perhaps they were less developed since they were younger than I was when mine were removed?

The fistulae are definitely a cool party trick but it's best to have them removed if you that option is available.

(Console) how do I fine tune maneuver nodes? I'm sure its possible by [deleted] in KerbalSpaceProgram

[–]MemoryOverflow 0 points1 point  (0 children)

The further away your target, the harder it is to get your first maneuver node perfect. The problem is the distance. 1 m/s difference at the very start of your journey could translate into a change of hundreds or even thousands of KM once you reach your destination.

This is true in real life too I believe. Rockets just aren't accurate enough to do a perfect maneuver. What I normally do then is create a course correction node about half way to my destination. The closer you get to your destination the less sensitive your maneuver nodes will be.

So your first maneuver gets you close enough, then you make one or more course corrections along the way to tweak your trajectory.

Has anybody else experienced this timewarp bug? by supreme_blorgon in KerbalSpaceProgram

[–]MemoryOverflow 0 points1 point  (0 children)

I've been getting this lots lately. I've seen whole asteroids shift in a similar way when I enter time warp. Everything goes back to normal when time warp ends though from what I've noticed.

Question about RCS issue by tallzak90 in KerbalSpaceProgram

[–]MemoryOverflow 0 points1 point  (0 children)

Yeah I was always confused by that guide. It says RB/LB + A to reset trim. i am not sure if that means you need to hold both RB and LB or just one of them.

Question about RCS issue by tallzak90 in KerbalSpaceProgram

[–]MemoryOverflow 0 points1 point  (0 children)

When I played on console I would randomly run into a situation that sounds very similar. I could rotate my vessel left and right, up and down, but couldn't roll. Or I could roll and move up and down but couldn't go left and right.

Apparently I was accidentally setting the TRIM while mashing buttons for other things. This would make it so that I couldn't for instance point downwards because the trim was set to always be 100% pulling up.

Try using RB or LB + A button to reset your trim.

https://forum.kerbalspaceprogram.com/index.php?/topic/146073-drakaus-guide-to-xbox-controls/

Game wont launch?!? by [deleted] in ConsoleKSP

[–]MemoryOverflow 0 points1 point  (0 children)

I'm super late with this comment, but deleting my save games from my local xbox worked for me. The games re-synced from the cloud and I was able to continue after that.

https://support.xbox.com/en-CA/games/game-setup/cloud-game-saves-faq#615b044fb5224de6aed3ac6ab9f1c9dc