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Clear usage instructions would help. The cutesy text wasn’t useful when I just wanted to know how to run it before subscribing.
What’s the difference between the green and yellow buttons? Strong vs weak signals?
What is the dispenser chute for?
Why does it constantly eject materials?
Do I need to feed it materials? How much? What kind? Is that what the rear input is for? A step-by-step explanation of how it works would help.
The LCD info doesn’t mean much without context.
The “Important” note isn't anything actionable. I couldn’t tell if it meant the grid shuts down on paste, after pressing a button, or something else. For UI/UX, focus on what the user needs to do and what the machine does, not internal details.
Overall, great job getting this working. I’ve already pulled a few skins (though nothing rare yet). Very impressive work.
The limit is 8-10 Strong Signal drops specifically (possibly up to 2 extra in multiplayer games with at least two players present), and 18-20 total skins per 48 hour time period.
~15-30 minute cooldown between drops. Strong/Weak signals have independent drop timers, so you can farm them both at the same time.
I just published this guide with all the info I've accumulated about the event and how to efficiently farm them. =)
1) It's more reliable using a save game from pre-Fieldwork;
2) If using a pre-Fieldwork save (recommended), you may need to re-paste a fresh cat-oh-lith into your world (I didn't need to, but depending on the state the grid was in when you last saved it could be necessary);
3) You may need to wait/idle in game for awhile until your last skin/signal timer expires (could be anywhere from 15 mins to about an hour). If you load in and see any Unknown Signals active, wait for them to despawn.
4) (The weird bit) You won't see what you get from pressing the buttons (it will always say you found nothing) - but check your Steam Inventory after a short while, and you'll see your skins.
A few minutes before posting this, I just got a Lava Rifle from my Cat-oh-Lith's Strong Signal button, seconds after getting a Leopard Helmet (#6729...) from the Weak Signal button.
This product will not and will never bypass whatever limits they set on those.
I'm not certain, because I have NO knowledge at ALL of how the server side of things work,
but I have the dreadful sense that i have spammed the buttons and have possibly been flagged/blacklisted from the steam servers.
lower rear output connector is a meter offset below when it comes to alignment with big grid connectors but can be managed with collector blocks
place over 100m away from base if you plan on playing the world with cat-oh-lith / can be noisy
Thanks for this nice piece of high tech!!
Thank you Polaris and Deadpoop. Now i will just have to find out which of my 30 or so mods interferes with the Cat-Oh-Lith :)
Whenever i paste the Blueprint into my world (either in Creative or Survival via creative tool mode) it starts with a normal signal button.
Once pressed it shuts down. Now i deactivate and activate the batteries but the thing that makes the buttons either spins out of control to the bottom of the Cat-Oh-Lith or if it does not do that it just doesn't produce any new buttons to push.
All i can see are timer blocks that are built that can never be activated.
Please please please help, all i want is a complete zebra suit :(
I was kinda confused...
I am still completely new to this game and its skin aspect... Was struggling to understand the way it works. :D
[quote]
This does not bypass cool-downs. There is a cool-down of somewhere between 15-60 minutes between each skin drop.
[/quote]
A no script version would have to give up features like the filters that stop the welder over stuffing itself with any one part halting its operation, or the grinder over-saturating and starting to drop parts leading to a nasty explosion.
You could probably get away with a bare scafold one though. just keep an eye on it and clear out the welder from time to time if it gets over full. That is generally only an issue in creative though.
Due to the way the buttons work, the first time they are used after each world load they stop all power production from batteires, reactors, solar panels and engins when they are pressed.
It used to be possible to weaponise this to kill any grids power regardless of your access to it ;)
The script only rotates the images around one axis, so you need to get the projections into position while leaving that axis at whatever the script set it to.
and you usually get 4 green in a day, and 3 yellow every 2 days though I haven't tried in a fair while.
Where that screen is depends on the order the screens were assembled in.
I assume you put the needed parts in so the welder can opperate?
I'd need to know if the projector is putting the active projection in position to be welder up
if Keen alter the way drop limits, cooldowns or eligibility are determined any skins dropped by this will automatically follow the new rules with no input from me.
It behaves exactly the same way as regular in world generated crates except that it constantly refreshes its buttons.
I like the game too much to risk Keen banning me from it for screwing with their limits :p
and I have spent too much on steam to risk screwing with Valve's end of it >.>
I do not know the background of how the cool-down operates and these numbers are just estimates based on my past experience.
If you actively play then the green button (weak signal) should work 3-4 times and reset daily.
Again if you are active the yellow (strong signal) should work 3 or so times and reset every two or so days.
If you have not played recently there appears to be a warm up period but this is not consistent.
This system does not touch the back-end at all, it just behaves exactly as one of the regular crates would, except that it continuously generates new special contents buttons and alternates between strong and weak signal. That is all. If you grab regular crates they will count against the drops this provides, and if you use this it counts against regular crate drops.
This happens in creative because grinder grabs parts from what it grinds down as normal, but welders don't pull parts from inventory. So it becomes an endless replicator quickly overflowing cargo capacity.
Once cargo is full the grinder drops parts in world and keeps doing so unless the lith dumps inventory somehow, so rather than letting them drop into the mechanism it dumps whatever it has too much of in inventory out the rear connector.
Rotor jam issues can be bad...
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1957218930
But the RessourceOutput is actually interesting, never thought about it producing endless waste in Creative. I actually wondered why its designed that way, I replaced the connectors with a Conveyor to feed the stuff back into it. (But I also dont play on Creative)
Anyhow, thanks for this cool Blueprint, and for maintaining it.
So much better than trying to run it on Ubuntu at least ^.^;
All I can see is... it still works just fine... again, you need script to be running for it to work. if you leave it running in creative mode it will produce endless resources which it will have to drop out of itself one way or another (or it explodes! ^.^)
The powering down issue is built into SE itself. There is nothing I can do about it without increasing complexity massively. The power down issue should only happen once after each world load and to fix it you just need to toggle the batteries and ideally the solars off and on again.
That issue is just baked into the way the special content buttons work. There is nothing I can do to change that. Just be glad it isn't so easily weaponized to power down any grid regardless of access or permissions any more >.>