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uhhh... why didn't I think of that before...[media.tenor.com]
I kinda wanted to automate stuff, but yea, that solves the problem, thx lol.
Sometimes I get so hung up with automating everything that I forget about the simple structures in the game.
Okay, I do want to mention that it is mandatory to flood the critter feeder in liquid. Otherwise the polluted dirt inside will offgas and dupes will constantly run to the 1999kg filled critter feeder to add a few grams.
Currently I'm just overproducing on purpose with two constantly running ethanol distillers. I needed that dirt so bad. The excess is just stacking up in the crab's stable now.
Maybe every once in a while when I have too much lying around I'll get a second crab for a couple cycles.
My setup would work! if only you didn't need cuplicants to also flip the composts, godammn.
put access rules on doors.
dont let your dupes through
or automate your doors on the new sensor to be closed for 10 cycles and open for one.
limit how often they can get in to steal the food so they only grab the sand that's built up.
Do they still sometimes pick up polluted dirt from the crab stable? sometimes yes. I have to put the composts on higher prio for the flipping and the dupes 'steal' the sweeping errand from the auto-sweepers. And the issue of them running across the entire map is solved by building the composts nearby.
I guess it's solved now. To be frank, the devs really need to add a 'manual supply' tick-box for more buildings like we have with loaders. Some specific doors would also be nice, those that forbid duplicants to pass through in one direction when disabled, but still allow to pass through the other direction (leave room), while the signal is still red. That would remove the need for double door rooms.
Or mark specific areas with a tool that will allow you to drag a rectangle and disallow picking up a type of resource in that area.
I didn't find anything when I looked, but I could have missed something.
How would the compost get flipped in this example?