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I thought it would mean, if I click, it will NOT trigger. But turned out I need to click it to switch it to "Trigger oo friendly". Boy... nevermind.
It always says "not connected to power" even when it has adjacent conduits.
I place it in line with a conduit and place a lamp on the left and power source on the right and it still does nothing when a colonist walks through it's range. ("Friendly" is not exccluded in it's settings)
So how does it actually work?
I also don't get any conduit connections. It doesn't look "connected" at all.
It'd be nice to have something that can detect if something has failed, so you can have a fallback to a working device. Without it being powered 24/7.
At first I thought it was as another poster said - I have a transmitter for channels [0, 0] and a transmitter for channels [1, 1], I set up the repeaters as [0, 1] - and with the [0, 0] transmitter powered and the [1, 1] transmitter unpowered, my [1, 1] remote door is receiving a signal and closed - as if a repeater that receives on one channel repeats on every channel.
So I tried setting every repeater to [1, 1] - and with that done the [1, 1] door is *still* receiving. It's as if both the first case is true (repeaters repeat on every channel even if they only receive on one) - *and* the Channel 1 signal is still bouncing around the network, despite the transmitter being off, because multiple repeaters can see each other and keep rebroadcasting it.
Am I just misunderstanding something? I don't remember any of this from when I last used the mod a few patches ago...
all the switches are perfect, but structures like logic gate, input socket and more would be awesome to see some changes. would pay to see that.
a version that let us have the complex wiring as a single block with multiple inputs
So, while it may require 2042 work to create an Archotech battery in theory, in practice, it may take 4,000-10,000 work to produce a single battery if your pawns get interrupted during the crafting process. It seems unnecessary to lose all the work they put into a cell if they need to go eat, or sleep, or if a raid occurs.
Also, someone will have to come along and put all the materials back away, and then the crafter will have to go gather all the materials together to craft another one after each interruption. So there is more time wasted in putting stuff away, and gathering materials again.
To setup a simple logic gate to let's say switch heaters on and off, you can't just attach the heat sensor, because it will start flickering around the target temperature. So you need an AND gate + inverter, which however require space between the gates so they won't connect to the wrong one... End of story you have a full room filled up with logic gates just to switch a heater on and off.
Sadly not worth it.
1. Can you make a switch that will compare a configurable value to the amount of a material stockpiled? Like, "if cotton > 1000 then ON". This, combined with gizmos on hydroponics, would allow automatically selecting which plant to grow depending on current stockpiles.
2. This is the big one, it will make (imo) your mod truly shine. Could you let us create ICs somhow? So that, if I have 10 of your switches combined in some way, i could compress them into a 1x1 IC?
Thank you for your time.
One question: I'm using a Remote Gizmo Servo to activate a Door Button from the Doors Expanded mod. It turns the gizmo from green check to red X just fine. But it doesn't actually activate the gizmo. A colonist still has to come by and flick it. The Remote Flicker doesn't flick this gizmo either.
I would love for this to work remotely. I'm using the Blast Doors from Doors Expanded because they look cool and can take a lot of damage.
Thanks!
Do you have any suggestions on how one can, in a well enough way. extend the reach of many channels? I wanted to set up a central with transmitters that I can toggle on and off per need, but I don't want to flood my colony with extenders per channel.