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That really hurts the effectiveness of drones if you don't arrange your base a certain way.
They really should be able to path between zones.
Also, WarnerCK is very correct about how zones work in memory. You can actually confirm where the cutoff points that start loading a zone are by having a drone selling plorts. You don't get any of the money from unloaded zones until they load again, then get the money all at once when you're close enough to load that area. Basically, the game tries to only have your current area and the closet adjacent areas loaded, since the physics engine takes a lot of memory to run. (This is also why items that haven't decayed tend to be in the same spot you left them: the area isn't doing physics calculations while you're gone. Only timers and basic logic runs for unloaded zones.)
Edit: Another thing to consider: you can't have drones feed slimes their favorite foods effectively if you have different slimes in the same zone. If a feeder goes empty while a drone is stocking them, it will give whatever it's holding to that feeder even if you'd prefer a different food item. For instance, I had a drone stocking a veggie feeder and a meat feeder, but the chickens weren't breeding fast enough and so the veggies went into the meat feeder. So, sometimes, re-arranging the ranch is part of the automation/efficiency-boosting process, drones or not.
Is this why sometimes when I come back from a teleporter the feeders go nuts and shoot like 20-30 items?
For instance, my setup right now consists almost exclusively of largos, so I stick to around 6 slimes per corral, since the feeder shoots six food at a time. I put all my feeders at the lowest setting, because otherwise the slimes will let food decay around them when full. With this setup, I generally only lose one or two sets of food per day unless it gets trapped by the plort collector or involves chickens.
Now, if you have ~10 slimes, the default feeding speed should be fine. ~20 and you will want the highest speed. But maybe you left a feeder on a high speed with not enough slimes eating?
Another fun bit of weirdness you can spot when loading into a zone: sometimes, food that just ripened will pop into the air when you load in, since it was displaced by the new growth that had already spawned in just before loading. If I'm sprinting around a lot, I'll often see this even in the first carrot patch outside of the ranch, which is funny since the slimes spawn in by jumping as well. It looks like two sets of fireworks, followed by a lot of eating and plorting.
Turtle is the speed and it usually throws out between 15 and 30 suddenly and immediately. It only happens if I'm gone a long time say maybe 30 min to 1 hour or longer. I don't REALLY take note of it every time it happens. It's legit doing the spitting star animation every time it does it and the number goes down by 1. It just does it VERY rapidly. I feel like it's playing catch up.
I have 5 largos in each pen. I have 3 veggie in the main, 2 fruit in the cave, and 2 fruit in the lab. Every largo is getting it's favorite food.
Even before drones, I noticed this problem but drones are responsible for plort collection and feeding in all their respective areas. I've seen the food/slime thing you mentioned.
They could have kept it completely frozen time while the region was unloaded, or they could have simply deleted the food from the auto feeders that a calculation says would have been used up in that time, but they chose to just spit it out all at once when the region gets reloaded. Which is silly.
I reported it as a bug, and they said that they'd reconsider their options there, but I don't know that they'll actually change it.
Dude, it totally seems like a bug!
given that time is also what is used to determine if the food can even be shot out, for the feeder side of things it doesn't seem unreasonable to just run variable alterations and modify accordingly. it does get a bit more complicated for factoring in the slimes and plort production, but its not like its impossible. would ultimately save on resources for the system in question (we reduce the relevant function call count and remove the need for it to load in extra items and process their collisions - which adds more to the function calls beyond the original relevant ones)
still would have slight issues for drones without some other tweaks to the system, but catch up is a mess to begin with that could honestly go with an overhaul to improve its functionality anyways.
Indeed.