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Welp, you just doomed my current base. Seriously, the end of most of my bases are because I see more efficient ideas I want to implement but am too far along so I end up just starting over.
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# ? Oct 24, 2018 17:35 |
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# ? May 30, 2024 00:00 |
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User0015 posted:1) Insulated ceramic tiles are no better, either. I do agree that making them feels way too slow.
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# ? Oct 24, 2018 18:15 |
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WithoutTheFezOn posted:This part doesn’t seem to be correct, at least going only off thermal conductivity. Insulated tiles have a conductivity of 1% of their regular versions, and regular tiles are (roughly) sandstone 1.6, igneous 1.1 and ceramic 0.3. So insulated sandstone is 0.016 and insulated ceramic is 0.003. I'll double check these when I get home, but I swear ceramic was 0.6 -- If it's insulated value really is 0.003 that is actually reasonable, but I swear it wasn't anywhere near that.
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# ? Oct 24, 2018 18:38 |
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Maybe we're all so spoiled by Abyssalite that it's hard to get a new perspective on what a "good" insulator is.
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# ? Oct 24, 2018 19:43 |
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Thanks for all the advice, gonna reroll a new colonyenraged_camel posted:first playthrough? not first playthrough, but first playthrough since I lasted played back in Feb 2017. A lot has changed Last time I played, there were maybe 5 or 10 research tasks, and the game was very easy to cheese. You could have a base running extremely quickly, but I remember CO2 was a problem back then and you'd eventually die off unless you did some crazy poo poo.
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# ? Oct 24, 2018 21:31 |
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User0015 posted:I'll double check these when I get home, but I swear ceramic was 0.6 -- If it's insulated value really is 0.003 that is actually reasonable, but I swear it wasn't anywhere near that. I know that ceramic has the “insulator” trait and sandstone doesn’t. I can’t remember exactly what that does but I think it’s important.
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# ? Oct 25, 2018 02:33 |
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Ok I just checked: Ceramic: 0.620 Igneous: 2.0 Insulated Igneous: 0.02 Insulated Ceramic: 0.006 Ok, so insulated ceramic is a pretty good insulator. Regular ceramic is pretty mediocre as insulator, and insulated anything is better than ceramic. Science!
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# ? Oct 25, 2018 03:33 |
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i have a hard time transiting my colonies from the late early-game to the mid-game. What I mean by this is that algae is starting to run out, and I'm at the point where i need to really start expanding into the slime. I've got a washroom set up at this point and have divided my power grid (two cost generators hooked to smart batteries and transformers). i have a hard time setting up the SPOM electrolyzer setup because i don't know what to do with the exception hydrogen that backs up, and it never seems to provide enough oxygen to keep a base going; I have to keep relying on the deoxidizer. and the electrolyzer is more supplemental. Also at this point in my colonies, I don't have exosuits, or am just trying to get them set up. My food situation is typically ok because i haven't moved on from liceloaf. Every time I've tried to grow blossoms or dustcaps, i run into issues with heat. With this latest update, I started a new colony, and am at that point where I find it hard to transition, and I'm using slimelung-covered algae to keep my base going while the electrolyzer is backed up. My miner is about to get slimelung with his immune system at 8%, when i barred him from going out those doors at 24%. What is the best way to start getting it off the early game smoothly? I fear i will restart this colony again this weekend.
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# ? Oct 25, 2018 03:35 |
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It sounds like you're missing some fundamental information. - The standard SPOM setup shouldn't have issues with excess hydrogen because the hydrogen generator inside is using it up as soon as the atmo gauge at the top detects too much being present. It's set up so that it slightly produces more power than it uses. Even if you're doing something non-standard, you could throw in a filter to take hydrogen to other consumers and let the oxygen pass by your cool zone and into your base. 1 Electrolyzer will produce enough oxygen to supply 8 dupes so it isn't a supplemental thing. - Heat is something you really have to figure out. Your power generators will produce heat, so you don't want them next to your blossom farms. Conversely, dustcaps like it hotter and living in carbon dioxide. Guess what power generators typically give off? It's a matter of positioning them for greater efficiency. Your SPOM also will be very helpful in balancing temperature. - The germ-covered algae can be sanitized before use. Look into chlorine and its effects on bad germs. Also use the overlays more often to get a better idea of how your colony is doing.
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# ? Oct 25, 2018 04:17 |
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Dusk Caps don't consume CO2. They just like being immersed in it. This means you don't actually have to position them near a CO2 producer or anything like that. Just fill up their room with CO2 using a gas pump and then forget about it.
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# ? Oct 25, 2018 04:24 |
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Yes, true. I meant more to consider the different plants in relation to heat.
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# ? Oct 25, 2018 04:31 |
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User0015 posted:Ok I just checked: Also pakman , this may save you some short-term frustration and wasted time — you have to pump a lot of oxygen into exosuit docks. You may not want to bother with them until your oxygen production is solid.
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# ? Oct 25, 2018 04:37 |
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The advice you guys gave me really helped. On cycle 35 right now, 5 dupes, plenty of oxygen supply, perfect carbon dioxide management (though sometimes CO2 pools in certain rooms and refuses to fall to the lowest point where the scrubber is, even though I put airflow tiles in the right places, should I pump the CO2 instead?) and a chef churning out food keeping them all fed. One quick question though, is job mastery / mastery percentage saved even if you swap dupes to another job?
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# ? Oct 25, 2018 09:27 |
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Sillybones posted:Besides heatdeath, what late-game issues should I be looking out for? I've got food, water, oxygen and heat (I think) all managed. To answer my own question: Hoard shell fragments and probably over-produce them too. For general tips, coal generators with a smart battery are OP. Get a few hatches going and it seems to just work and last forever. I never found a time where I needed to consider other power generation except to clear excess gasses.
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# ? Oct 25, 2018 10:10 |
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Qubee posted:The advice you guys gave me really helped. On cycle 35 right now, 5 dupes, plenty of oxygen supply, perfect carbon dioxide management (though sometimes CO2 pools in certain rooms and refuses to fall to the lowest point where the scrubber is, even though I put airflow tiles in the right places, should I pump the CO2 instead?) and a chef churning out food keeping them all fed.
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# ? Oct 25, 2018 10:50 |
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I think I hosed my best colony yet. got really far in terms of research, it was self sufficient with 7 dupes, automated farming. but all my wires kept breaking because there was just too much load on them. I placed a bunch of heavi-watt wires then realised my dupes were going mental from the decor hit. I'd have to redesign my entire base so I can build maintenance tunnels to house the heavi-watt wires and avoid the decor hit. I saved and quit, it's a job for another day. way too much work to tackle atm. I've got vertical ladder shafts, and I'd have to build a 2x2 maintenance hallway around the outside of my base and it would take an hour or so to complete. I'm going to have to deconstruct so much stuff and reposition a bunch of rooms.
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# ? Oct 25, 2018 11:23 |
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Consider isolating your grid into smaller segments so you won't need the heavy watt wires. Instead of running all your transformers into a single line, do one line per transformer.
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# ? Oct 25, 2018 11:35 |
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I'll upload an album of screenshots later today after work of my current base.
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# ? Oct 25, 2018 11:37 |
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How do people handle ranching? I'm very bad at it. Is there a trick to running omelettes on repeat while keeping enough eggs for replacements? Also why aren't mushroom omelettes a thing.
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# ? Oct 25, 2018 12:07 |
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Splicer posted:How do people handle ranching? I'm very bad at it. Is there a trick to running omelettes on repeat while keeping enough eggs for replacements? I haven’t found a way to automate ranching. My hatcheries become overcrowded regularly as each hatch lays an egg every 25 cycles. But there isn’t a way to convert those eggs to omelettes without risking a reduction in your herd size, since hatches don’t live forever. It’s hard to explain. Fortunately you can set a max for number of hatches and have the surplus auto wrangles. I release those back to the wild.
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# ? Oct 25, 2018 14:33 |
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enraged_camel posted:I haven’t found a way to automate ranching. My hatcheries become overcrowded regularly as each hatch lays an egg every 25 cycles. But there isn’t a way to convert those eggs to omelettes without risking a reduction in your herd size, since hatches don’t live forever. It’s hard to explain. You mean you release those to a lower-priority critter drop-off in your automated drowning pit with an auto-sweeper to bring the meat to the BBQ.
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# ? Oct 25, 2018 15:03 |
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Nah, I have no use for meat, whereas wild creatures still generate a bit of coal on their own and lay one egg throughout their lifetime.
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# ? Oct 25, 2018 15:12 |
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enraged_camel posted:I haven’t found a way to automate ranching. My hatcheries become overcrowded regularly as each hatch lays an egg every 25 cycles. But there isn’t a way to convert those eggs to omelettes without risking a reduction in your herd size, since hatches don’t live forever. It’s hard to explain.
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# ? Oct 25, 2018 15:16 |
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enraged_camel posted:Dusk Caps don't consume CO2. They just like being immersed in it. This means you don't actually have to position them near a CO2 producer or anything like that. Just fill up their room with CO2 using a gas pump and then forget about it. I just put my dusk caps into a pit and it fills with co2 soon enough, no pumping needed. Line it with mesh tiles on top.
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# ? Oct 25, 2018 15:22 |
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misguided rage posted:You can do it with a type you don't actually want, ie. feed hatches so they have a possibility of laying stone hatch eggs and then auto cook only those eggs. It's still possible that you'll get unlucky and they'll die off but it should last you a while.
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# ? Oct 25, 2018 15:42 |
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Qubee posted:, automated farming. Wha? How do you automate farming?
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# ? Oct 25, 2018 16:38 |
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User0015 posted:Wha? You use hydroponic tiles (if necessary) for watering, and conveyors and autosweepers to deliver dirt / slime, and pick up the harvested material. The duplicants still have to go into the farm and do the thingy where they blast the food off the plant -- but training somebody as a farmer makes them both really fast at that and prioritize it.
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# ? Oct 25, 2018 22:47 |
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Qubee posted:I think I hosed my best colony yet. got really far in terms of research, it was self sufficient with 7 dupes, automated farming. but all my wires kept breaking because there was just too much load on them. I placed a bunch of heavi-watt wires then realised my dupes were going mental from the decor hit. I'd have to redesign my entire base so I can build maintenance tunnels to house the heavi-watt wires and avoid the decor hit. Or just cut everything into smaller circuits and leave the heavi-watt stuff in your power plant/transformer rooms. Here's a shot from an earlier base of mine: I used to have Heavi-Watt going all around the base, hidden in walls too then I realized how much of a waste of metal that was. enraged_camel posted:Dusk Caps don't consume CO2. They just like being immersed in it. This means you don't actually have to position them near a CO2 producer or anything like that. Just fill up their room with CO2 using a gas pump and then forget about it. Heck only the bottom tile of the farm room has to be in CO2. If you make the room's doors 1 tile above the ground you can keep a layer of CO2 for the dusk caps while breathable air for your dupes sits up on top.
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# ? Oct 26, 2018 00:06 |
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Thanks for that pic, it helps a lot and I'm going to do this: keep heavi-watt in the power plant and just make separate circuits for everything else. One thing I can't wrap my head around are the transformers. They don't seem to prevent wires from overloading. I wire up a bunch of machines (usually from two or three adjacent rooms) that come to about 1900W draw if they all run at the same time, and the transformer does nothing to lower electricity to prevent this.
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# ? Oct 26, 2018 01:13 |
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Make sure you are not accidentally feeding wires from two small transformers into the same circuit. The small transformers seem to prevent overloading most of the time and only every now and then allow it to happen (for some reason). How do you set the critters to auto-wrangle?
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# ? Oct 26, 2018 01:30 |
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Checkbox and slider at the top of the critter drop off machine info box.
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# ? Oct 26, 2018 01:48 |
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So I originally thought that a hatch farm would give you unlimited coal, making coal a sufficient power source for the entire game. It seems I wasn't entirely correct. I'm on cycle 300 with my new base, and have two hatch farms, with 16 hatches total. And let me tell you, they have almost completely consumed the sandstone that I dug up in my starting biome. Fortunately I noticed this in time and switched to sedimentary rock, of which I have enough to last me another 400 cycles or so. But the rate of consumption is still such that you can't just forget about it forever. Fortunately, I just finished setting up a petroleum generator, which will supply a cool 3000 W of energy once beefed up by an electrical engineer. That's about ten percent more than my 3 coal generators combined, and should require one third the refined metal too and generate a lot less heat, which is good. What is really nice however is that a single petroleum generator generates enough polluted water to feed 12 pincha pepper plants.
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# ? Oct 26, 2018 02:11 |
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Do hatches eat regolith, making them functionally infinite? Or will they always be finite? Not that it matters too much, I tend to use them in small numbers as a backup for when my natural gas generators conk out, so I don't use many hatches. They last much longer than I'll play a given map.
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# ? Oct 26, 2018 02:16 |
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Volcanoes make hatch food.
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# ? Oct 26, 2018 02:19 |
pakman posted:Also at this point in my colonies, I don't have exosuits, or am just trying to get them set up. My food situation is typically ok because i haven't moved on from liceloaf. Every time I've tried to grow blossoms or dustcaps, i run into issues with heat. your heat issues are probably unrelated to farming. there's a lot of hidden traps that will cook your base - don't vent the 40c output from your water sieve into your irrigation source, don't use the 70c output from a half-built SPOM as an oxygen source, don't run coal generators outside of a sealed insulated room well away from anything temperature sensitive, etc. quote:With this latest update, I started a new colony, and am at that point where I find it hard to transition, and I'm using slimelung-covered algae to keep my base going while the electrolyzer is backed up. miners getting sick from can be prevented by sanitizing the slime biome - just mine out or block off any exposed slime as you break into new pockets, plop a deodorizer or two in there, and it'll clean itself up surprisingly fast.
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# ? Oct 26, 2018 02:23 |
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this game has really sunk it's hooks in me. I can't stop thinking about it. any advice for exploring new biomes? I'm just about to have my exosuits set up, so I should be able to quickly expand into and seal off a large new section of base to the west, and then I figured I'll use the suits afterwards to explore further into the biomes. I don't even know what I'm looking for, how big the world is, or if there's any point to exploration.
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# ? Oct 26, 2018 02:24 |
Qubee posted:this game has really sunk it's hooks in me. I can't stop thinking about it. Yeah you’ll find all sorts of awesome poo poo. Just keep digging! And get everyone up to exosuit engineer if you can, it makes the suits way more powerful.
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# ? Oct 26, 2018 02:38 |
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Qubee posted:this game has really sunk it's hooks in me. I can't stop thinking about it.
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# ? Oct 26, 2018 02:40 |
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Correct me if I'm wrong, but do exo suits care about oxygen temperature? Seems like a good idea to setup a minor second electrolysis setup so it doesn't confuse your base air circulation.
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# ? Oct 26, 2018 02:46 |
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# ? May 30, 2024 00:00 |
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My opinion is that you want to go straight for exosuits before doing any real exploring outside the base. Too much micro and inefficiency otherwise.
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# ? Oct 26, 2018 03:19 |