Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Praxis Prion
Apr 11, 2002

The sky is a landfill.
Pillbug

Sillybones posted:

Learning as a stat should be removed. It is too important on everyone.


Yeah I don't worry about rolling for other stats except for learning pretty much. And maybe strength.

Adbot
ADBOT LOVES YOU

Qubee
May 31, 2013




I've got dupes who can carry 1600kg, but insist on picking up 400kg of sandstone, delivering it to an object, then traipsing all the way back to pick up another material to deliver to something right beside where they just were. It's like "come on, fuckin really? you couldn't have grabbed both to hit two birds with one stone?"

bird food bathtub
Aug 9, 2003

College Slice
I look primarily for athletics in a dupe. Very few opportunities to train it with skills and run speed is super powerful.

Literally Kermit
Mar 4, 2012
t
Yeah, I occasionally have mercy and print a Dupe with otherwise great stats and the Anemic trait. It’s painful being able to spot the tottering fucker while scrolled far out as they slowly make their way to doing gently caress all.

Normally I give them up to courier training and then just confine them to an area so they don’t have to run far between their room and their job. They make good chefs or non-critical tasks like artists

Katt
Nov 14, 2017

Do dupes even care about light? Guides tell me to place lamps over certain plants but the wiki says nothing about the effect on dupes.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
It’s a decor bonus, good for places like bathrooms where it can harder to cover the 64 tile room in statues/paintings but the bathroom objects are only 3 tiles tall. Light is not really necessary at all outside of bristle blossoms, just another perk you can throw around if you have spare power. They also make heat though so I tend to just avoid them 99% of the time.

EDIT: Algae terrariums also get a boost from light, which is a cool interaction when you factor in that algae terrariums can turn germ filled water into clean polluted water (while also converting algae to oxygen at a better rate than the bubblers). This means you can make a bathroom loop that actually cleans the water first instead of just ignoring all the germs. Unfortunately that’s not necessary right now and it also dumps that food poisoning into the air which can do weird things when it touches water or plants even though it’s not supposed to. Interesting concept if they change the rules of FP germs in water though. That, and sweepers can’t move bottled liquids yet so the whole thing is a giant waste of dupe time cleaning and bottling the terrariums.

Mazz fucked around with this message at 17:03 on Nov 17, 2018

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
For my crew skills, I tend to just focus on getting dupes with interests in skills I expect them to do, like art/research/digging but also having things like farm or supply as well. This gives them 50% learn speed to those skillsets so they don’t need too much learning in particular (besides my research guy).

My optimal dupe picks will have something like buff or quick learner and a locked out profession they won’t be doing like gastrophobia or squeamish, then 2+ interests in decent skills, like supply and digging, etc. Preferably 3 interests so I have that guy master multiple jobs pretty quickly. On a side note I never take unconstructive as a negative skill because not being able to build means they can get stuck in holes and won't use the mineral right next to them to get themselves out. Same with the digging one to an extent, everyone should be able to dig and build, it really doesn't make any sense to have super limited dupes like that. The specialist jobs are not that crucial over the long term, especially with diversified dupes. Meanwhile something like Yokel/Squeamish/Gastrophobia is a free slot as you won't have/need more than 1-2 of those jobs at any time.

I generally cycle through the first 3 dupes to get research and art on good dupes, along with a third dupe who is good at something. After that I just cycle the 3 day duplicants till I find decent ones, theres no real rush to grab them outside of the first couple, and even then its beneficial to be particular. Usually I shoot for 8, then 14-16 later to match up with my SPOM construction. I don't see much reason to go past this since ~24 is the next oxygen breakpoint, although it's certainly an option if you can support them. 6-8 dupes can get you through the entire game without problem.

Also, as I mentioned before, athletics is generally something they'll pick up over the course of the game faster than any other skill, so I don't put too much priority in it early on vs the actual skills for their primary jobs.

Here's an example from my big game, it's definitely further along than most but you can see what I mean:



All 14 dupes in that list range from 18-25 athletics, with the only other comparable skill to be digging on my miners. Strength is around 8-14 on all of them too from mastering the supply job lines as a secondary priority (this builds their athletics quickly and you get the exosuit sprinting bonus I touched on a page or so ago). You can also see how I cycle most dupes around to new jobs that they either have decent skill or interest in, mastery lets your dupes keep the skill buffs from each category so it really pays off to keep moving people around and getting them trained in multiple things. Multiple interests helps a lot with that. Cooks/ranchers/artists, once mastered, don't need to stay in that job slot to perform those skills. Just make sure their priorities are set if you care about them doing those tasks first. I leave some dudes in mining/building since those are universally useful skills to build up. EDIT: And abyssalite seems to require actual miners to dig out.

Getting everyone mastered in the supply and tidy job lines will give them something like 1600kg carry strength and ~8 athletics by natural actions + mastery traits. Once diversified, just put them back in supply/exosuit jobs and their althetics will skyrocket. Like I said, at this point my dupes on metal tiles run nearly as fast as plastic tubing.

Mazz fucked around with this message at 18:09 on Nov 17, 2018

Katt
Nov 14, 2017

How do I get my dupes to eat their lice loafs instead of eating the meal lice straight? Stored together or separate makes no difference.

misguided rage
Jun 15, 2010

:shepface:God I fucking love Diablo 3 gold, it even paid for this shitty title:shepface:
Open the consumables menu (F) and restrict them from eating meal lice

WithoutTheFezOn
Aug 28, 2005
Oh no
Where, by the way, clicking on the column header (maybe twice?) will toggle that food off/on for all dupes.

Slow News Day
Jul 4, 2007
Probation
Can't post for 44 minutes!

bird food bathtub posted:

I look primarily for athletics in a dupe. Very few opportunities to train it with skills and run speed is super powerful.

Athletics is the easiest to train. All kinds of movement (running around, climbing ladders, etc.) trains it. By around cycle 400 all your starting dupes will have 15+ athletics.

Learning is actually the most important skill by far, because it boosts both skill and job development rate. So if you're okay with a bit of a slow start, having three dupes with 5+ learning will make a massive difference.

Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.
How the gently caress do you build a SPOM without general air problems loving up the hydrogen power

Slow News Day
Jul 4, 2007
Probation
Can't post for 44 minutes!

Jinnigan posted:

How the gently caress do you build a SPOM without general air problems loving up the hydrogen power

I always build mine with a gas filter. That kinda takes the "SP" out of the SPOM, as it's no longer fully self-powering, but makes building and maintaining it a total no-brainer.

I basically decided I got tired of having to micromanage the oxygen and hydrogen pressures inside the chamber and fine-tune the atmo sensors accordingly. Gas filter takes care of the whole thing.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
My SPOM has stopped operating because the electrolyzer is at max pressure. This is my first attempt at cooling, I'm sure I screwed up the atmos somehow at the bottom. I have it set to above 500, that right?

Slow News Day
Jul 4, 2007
Probation
Can't post for 44 minutes!
Yes, but that's only part of the equation. Make sure your oxygen is not backed up inside the pipes. If it is, the pumps won't work and the electrolyzer will stop.

Loiku
Jul 10, 2007
Using high pressure vents is generally helpful with SPOM outputs to keep it running smoothly. I also put an atmo sensor at the end of the one in places that will over pressurize too much that turns off the electrolyzer to avoid constant popped ears.

Smiling Demon
Jun 16, 2013

Jinnigan posted:

How the gently caress do you build a SPOM without general air problems loving up the hydrogen power

If I'm understanding you right, you run out of hydrogen when the oxygen backs up? A smart battery connected to the hydrogen generator would mostly fix that, unless the oxygen backs up for 5+ cycles.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

enraged_camel posted:

Yes, but that's only part of the equation. Make sure your oxygen is not backed up inside the pipes. If it is, the pumps won't work and the electrolyzer will stop.

Hmm, I have it delivering oxygen to the exosuit stations, but they are reporting not enough oxygen. What does that mean?

Smiling Demon
Jun 16, 2013

Mayveena posted:

Hmm, I have it delivering oxygen to the exosuit stations, but they are reporting not enough oxygen. What does that mean?

Either they are not full (and the stations store a large quantity of O2) or unpowered.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

Smiling Demon posted:

Either they are not full (and the stations store a large quantity of O2) or unpowered.

They are powered. But the O2 warning is on, while the electrolyzer won't run because of max pressure.

bird food bathtub
Aug 9, 2003

College Slice
Stations store a truly frustrating amount of O2. It takes for goddam ever to fill them and if you deconstruct it's a huge rear end explosion of O2. I dont know why there's so much in them.

Smiling Demon
Jun 16, 2013

Mayveena posted:

They are powered. But the O2 warning is on, while the electrolyzer won't run because of max pressure.

Sounds like the problem is in the SPOM or the pipes then.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

Smiling Demon posted:

Sounds like the problem is in the SPOM or the pipes then.

It worked until the max gas pressure. Maybe you just can't attach SPOM's only to Exosuit stations.

Smiling Demon
Jun 16, 2013

Mayveena posted:

It worked until the max gas pressure. Maybe you just can't attach SPOM's only to Exosuit stations.

The O2 warning should be off then though.

WithoutTheFezOn
Aug 28, 2005
Oh no

Mayveena posted:

It worked until the max gas pressure. Maybe you just can't attach SPOM's only to Exosuit stations.
Start at the beginning. If the electrolyzer says “max pressure” then the “air” pressure around it is too high, right? So check the pressure of all the squares around it, and below it.

Tip: if you enable the ventilation overlay, it suppresses all the info tooltips when you hover over a square except for the gas pressure (so you don’t see info on the equipment, pipes, wires, etc.)

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

WithoutTheFezOn posted:

Start at the beginning. If the electrolyzer says “max pressure” then the “air” pressure around it is too high, right? So check the pressure of all the squares around it, and below it.

Tip: if you enable the ventilation overlay, it suppresses all the info tooltips when you hover over a square except for the gas pressure (so you don’t see info on the equipment, pipes, wires, etc.)

Yeah I got it to work but now the O2 pressure is over 1000 above the electrolyzer, and the pump is delivering 02 to the hydrogen generator. I'm just going to take it apart and make it just like the other spom I already have working in the base.

Thanks folks.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
The atmo sensor settings will not generally fix the gas swapping problems in the original SPOM, its why I stopped using it and went with the door one I've posted those screenshots of. The basic thing is that gasses will swap if they have any room to move at all, so you just take away space for them to do that. It's why the door one doesn't seem to have those problems, there is nowhere for the gasses to swap across each other once hydrogen occupies the top tiles, which will happen fast.

As for overpressure problems, you need to be pumping the gas out immediately upon creation, and have enough pumps that you can keep up with 1000 g/s even if its not full 500 g/s per pump cycle. It's why you have 3 pumps in the SPOM. Both my atmos are set at 250 to make sure the pumps stay on as much as possible. You don't want efficiency in the power usage of a SPOM, you want it in the electrolyzer's uptime. Power is irrelevant once it's on, the generator makes more than the pumps and electrolyzer can actually use at any point. That is how you get to the right amount of oxygen being made per cycle.

Mazz fucked around with this message at 02:18 on Nov 18, 2018

Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.

Smiling Demon posted:

If I'm understanding you right, you run out of hydrogen when the oxygen backs up? A smart battery connected to the hydrogen generator would mostly fix that, unless the oxygen backs up for 5+ cycles.

How do I properly empty out the space of the hydrogen pump so it only has hydrogen? should i pumping it full of hydrogen from another source beforehand?

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
The easiest method is to pump the chamber down to vacuum, then hook in the generator to the hydrogen pump and start the electrolyzer.

Sillybones
Aug 10, 2013

go away,
spooky skeleton,
go away
I turned on debug mode and had a go at making steam power. How in the world are you meant to in a sustainable way use this? It eats up the magma in no time. The steam is pretty impossible to cool save using half the power generated to do so. I don't get it.

Sanguinaire
Feb 10, 2003

Sillybones posted:

I turned on debug mode and had a go at making steam power. How in the world are you meant to in a sustainable way use this? It eats up the magma in no time. The steam is pretty impossible to cool save using half the power generated to do so. I don't get it.

Steam turbines remove heat from steam that goes through them, so you'd want to recirculate the steam down and back through the turbine in a closed loop.

Here's a decent explanation from the klei forum. https://forums.kleientertainment.com/forums/topic/98732-the-steam-turbine-everything-you-need-to-know/

Smiling Demon
Jun 16, 2013

Sillybones posted:

I turned on debug mode and had a go at making steam power. How in the world are you meant to in a sustainable way use this? It eats up the magma in no time. The steam is pretty impossible to cool save using half the power generated to do so. I don't get it.

I have managed to use the steam turbine before, though it is probably the most complicated thing I've done in this game. I'd recommend not trying to cool the steam at all, it causes way more problems than you would expect. You need to "pump" the steam back to the underside of the turbine using a series of mechanized airlocks.

Don't over expose the steam to the magma. The turbine converts 230C steam to 170C steam. It also converts 1000C steam to 170C steam. Letting the steam get hot will increase the cooling power of the turbine, but won't increase the power generated. If you don't control the exposure (using again, mechanized airlocks) it will cool the magma fast.

Short, incomplete version: you need lots and lots of mechanized airlocks.

Edit: The steam turbine has lots of weird behaviour, using rules specific to the steam turbine. I would expect changes to how it works in the future.

Also, don't use the turbine for power generation. Consider it to be a powerful cooling device (>300 wheezeworts) with the limitation that it can only "cool" to about 230C. Power generated should be considered a byproduct.

Smiling Demon fucked around with this message at 04:25 on Nov 18, 2018

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
There were some serious gimmicks on the Klei forums about it recently too, basically pumping tiny amounts of steam back around and making it self sustaining because of the heat/pressure already in the room, but it looked like a whole lot of work for a serious exploit. I'm mostly just avoiding the thing.

Mazz fucked around with this message at 04:56 on Nov 18, 2018

Katt
Nov 14, 2017



Meanwhile one of my dupes died of starvation in the bathroom something like 15 cycles ago and I didn't even notice. The dupe counter even counted him as a corpse.


Edit: actually he might have died something like 70 cycles ago because the dupe counter is not counting him and I don't recall seeing him for very long.

Katt fucked around with this message at 10:35 on Nov 18, 2018

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
Hmm, never seen this before



Wonder if it will continue to leak in?

Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.
what's the best or most efficient way to wire power, smart batteries, and small transformers?

right now i have:

coal generator->smart battery [turns off coal generator at 95% power, turns on coal generator at 25% power]->power out to base

for transformers would it be something like:

coal generator->smart battery [turns off coal generator at 95% power, turns on coal generator at 25% power]
👇
transformer->smart battery [turns off transformer at 95% power/on at 25%?]
👇
power out to rest of base?

Mierenneuker
Apr 28, 2010


We're all going to experience changes in our life but only the best of us will qualify for front row seats.

Somebody posted this image in this thread before, I shall repost it:

Qubee
May 31, 2013




Mierenneuker posted:

Somebody posted this image in this thread before, I shall repost it:


but that's not at all what he's asking, he's already pretty much doing that minus the transformers part.

Jinnigan, the idea you have for transformers / smart batteries will work, that's how I did it, and how someone else in this thread recommended I do it. stops transformers needlessly spewing heat out when there's nothing drawing power.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Jinnigan posted:

what's the best or most efficient way to wire power, smart batteries, and small transformers?

right now i have:

coal generator->smart battery [turns off coal generator at 95% power, turns on coal generator at 25% power]->power out to base

for transformers would it be something like:

coal generator->smart battery [turns off coal generator at 95% power, turns on coal generator at 25% power]
👇
transformer->smart battery [turns off transformer at 95% power/on at 25%?]
👇
power out to rest of base?
Don't do the bolded bit, it renders the transformer completely pointless.

Adbot
ADBOT LOVES YOU

WithoutTheFezOn
Aug 28, 2005
Oh no
In what way does it make the transformer pointless? It’ll still supply uninterrupted power, and still allows you to run smaller wires on the output side.

Maybe I need more coffee.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply