Posts by Kayser

68 total posts
2 months ago

I will consider change to default=off in the next release.

2 months ago

The legacy warning is removed in the next release.

2 months ago

I understand what you mean. Corner designations is questionable as QoL, because it allows doing thing the player could not do himself. I’ve actually been thinking about a vanilla designations only option, but it’s super hard to auto build sensible designations with just vanilla designations. You essentially have to skip certain interior tiles or accept that it’ll not be a continuous surface. Pro…

2 months ago

Yes, the auto-detect will turn any tower that has only leveling designations into farming towers. If you don't want that, you can turn off

reEnableFarmingOnLoad

in the ATDsettings.json

2 months ago

So, I tested on this patch and I found it's working fine for me as long as I'm setting the filter to Titanium Ore. This patch seems to be difficult in the sense that it's shallow, poor, and mixed in with sand and quartz. So, leaving it on Auto, it will pick up the sand and the quartz, which messes up the designation. Let me know if this helps.
![image.png](/content-images/e45ddfb4ea931de1e05a36f…

2 months ago

Turning ramps are on the roadmap

2 months ago

You need to make the area bigger on the tower side, so that there is room for the ramp.

You can also try setting ore filter to e.g LOW or MED and it will dig a bit shallower, consequently leaving more space for ramp.

Or you can make your access ramp by hand, manually.

Good luck and thanks for reporting.

2 months ago

I checked the code and there are things that could potentially affect performance when entering Layers L, but it should not be in a big way like you describe.

If it happens when the mod is deactivated it’s a rather good sign ATD is not the culprit in your case. I will keep ears open for other users with similar problems.

2 months ago

I will look into it. Which version are you using?

2 months ago

computerneek wrote:

Kayser wrote:

computerneek wrote:

If you put the connectors over the liquid dumps instead of over the only spot a support pillar would fit, pillars should form and you should be able to keep a fully working blueprint. See the output belts on my furnace blueprints, for example.

Yup, I absolutely could! But as I mentioned in that original post, I just can't be…

2 months ago

computerneek wrote:

Ahh! I've seen this. The problem is that the conveyors are "unsupported" and there's no valid place to put the supports, since support doesn't travel through connectors. It's quite infuriating for compact desalinator builds like this, since I have to rebuild that pipe reaching over the seawater pumps every time I want to build another one:

![image.png](/content-images…

2 months ago

Highlight and mark a growth bracket for harvest

2 months ago

You could probably get it to mark that if you scan for rock with the depth limit of your base. Scanning will only add or change designations, never remove.

2 months ago

You want some way to clear designations continually as the mining progresses?

2 months ago

So, for the moment the mod choses a place for the ramp somewhere within the tower area. If you want the ramp in a particular place, I suggest you narrow the area down, so that it only leaves space for the ramp in the place that you want it.

I might improve the ramp-algorithm with turning ramps or the ability to select from several ramps in the future. But for now, working with the area, blockin…

2 months ago

So, right now there's no way to target ALL resources. None(Auto) just targets everything except rock and dirt.

Those bumps are probably debris, which it has designated for removal.

2 months ago

Considering adding a saddle type slope with one corner up and one corner down. This would allow ramps to make prettier 90 degree turns, but not sure if it excavates/dumps properly.

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