Author Topic: "Low fuel" event interrupts auto turns : how to turn off the interruption ?  (Read 2501 times)

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Offline Gobbopathe (OP)

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Hello

A quick question here : I have a sorium harvester working on Uranus, with low fuel as intended to let him fill its tanks with Uranus Sorium before pouring it back in the colony once full.
But when below 10% fuel there is this "low fuel" alter in the event log, interrupting the auto turns.  Not a big issue, but I wanted to know if there is a way this event does not interrupt.  Even after hiding the event in "filter events" button, I do not see anymore the event (the entry) but it still does interrupt the auto turn.

Additional question : the conditional order : if full then unload fuel at colony and go back to the Sorium Gas Giant does not seem to work.  It seems the colony immediately fills the ship back.  I have to do it manually via the ship screen, but I can't do it automatically through the conditional order.  Do you experiment the same issue, or am I doing wrong ?

Thanks
 

Offline happy2pester

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IS your sorium harvester marked as a tanker in the ship design screen? I find that tends to make the fuel transfer commands work
 

Offline Gobbopathe (OP)

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No it is not, I should try
 

Offline happy2pester

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Did that help?

If not, I've found a workaround for the offload fuel commands not working.  If you hit F6 to examine the ships, and you select your sorium harvester.  If you then go to the miscellaneous tab, there will be serveral sections detailing fuel.  You can use those to transfer fuel off of your refinery
 

Offline Gobbopathe (OP)

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Yes it helped to prevent the "low fuel" interrupt thanks a lot

I have already noticed the miscellaneous tab : in fact it was the only way I could do what I needed, so I had no choice to find it ;)
I still have to test more deeply the conditional order since I ticked "tanker" though, I will keep you in touch
 

Offline Gobbopathe (OP)

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Ok, I am back.  So since I have ticked my ships as tankers, they are built with only 10% fuel, that is good to me.

I am still concerned though by the conditional order "when tanks full then unload to colony and go back to sorium harvesting"
But I can't specify on which colony it should unload, then when that condition occurs the order "unload fuel in not found colony" is set up and my tanker goes to . . .  haley's comet to unload, which is not the wished colony for unloading fuel.

Is there a way to specify the correct colony ?
 

Offline MarcAFK

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I haven't been able to work that out, but the common workaround is to have your harvesters stay at the gas giant, and use a seperate tanker on s loop picking up fuel and dropping it off at a specified colony, you may wish to reduce the tankers speed if its too efficient at the task.
" Why is this godforsaken hellhole worth dying for? "
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"Stop exploding, you cowards.  "
 

Offline Paul M

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I have 12 harvester groups, once a year I give them each an order to go to a colony, equalize fuel and dump 90% of it.  A few game months later I give them a single order to go back to the gas giant.

Fundamentally, this is better, easier, more efficient and less prone to oddities than trying to work out how to automate a system that requires remarkably little personal effort in my view.

I am not fond of micromanagement but the time cost to me the player is trivial compared to the time cost of just advancing the game by several weeks.  I spend more time looking at mineral levels, population levels, what the status of my R&D is, etc then what it costs me to cycle my 12 groups of harvesters around.  It is probably more effort to skim fuel off the civillians when I really think about it.

My exprience says the conditional orders are a nice idea not implemented well enough to make using them less work then not.  So far that has been my experience anyway.
 

Offline Gobbopathe (OP)

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Good idea, I should try something with an implemented delay