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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.
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# ? Nov 17, 2018 12:43 |
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# ? May 30, 2024 00:41 |
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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?"
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# ? Nov 17, 2018 13:54 |
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I look primarily for athletics in a dupe. Very few opportunities to train it with skills and run speed is super powerful.
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# ? Nov 17, 2018 14:29 |
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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
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# ? Nov 17, 2018 15:04 |
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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.
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# ? Nov 17, 2018 16:48 |
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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 |
# ? Nov 17, 2018 16:50 |
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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 |
# ? Nov 17, 2018 17:11 |
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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.
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# ? Nov 17, 2018 19:45 |
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Open the consumables menu (F) and restrict them from eating meal lice
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# ? Nov 17, 2018 19:49 |
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Where, by the way, clicking on the column header (maybe twice?) will toggle that food off/on for all dupes.
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# ? Nov 17, 2018 20:28 |
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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.
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# ? Nov 17, 2018 20:54 |
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How the gently caress do you build a SPOM without general air problems loving up the hydrogen power
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# ? Nov 17, 2018 23:23 |
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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.
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# ? Nov 17, 2018 23:29 |
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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?
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# ? Nov 17, 2018 23:36 |
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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.
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# ? Nov 17, 2018 23:38 |
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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.
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# ? Nov 18, 2018 00:32 |
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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.
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# ? Nov 18, 2018 00:50 |
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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?
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# ? Nov 18, 2018 00:54 |
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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.
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# ? Nov 18, 2018 00:55 |
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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.
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# ? Nov 18, 2018 01:02 |
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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.
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# ? Nov 18, 2018 01:03 |
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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.
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# ? Nov 18, 2018 01:05 |
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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.
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# ? Nov 18, 2018 01:08 |
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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.
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# ? Nov 18, 2018 01:09 |
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Mayveena posted:It worked until the max gas pressure. Maybe you just can't attach SPOM's only to Exosuit stations. 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.)
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# ? Nov 18, 2018 01:15 |
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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. 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.
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# ? Nov 18, 2018 01:30 |
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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 |
# ? Nov 18, 2018 01:51 |
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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?
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# ? Nov 18, 2018 01:59 |
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The easiest method is to pump the chamber down to vacuum, then hook in the generator to the hydrogen pump and start the electrolyzer.
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# ? Nov 18, 2018 02:08 |
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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.
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# ? Nov 18, 2018 02:56 |
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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/
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# ? Nov 18, 2018 03:06 |
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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 |
# ? Nov 18, 2018 04:14 |
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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 |
# ? Nov 18, 2018 04:31 |
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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 |
# ? Nov 18, 2018 08:37 |
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Hmm, never seen this before Wonder if it will continue to leak in?
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# ? Nov 18, 2018 15:53 |
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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?
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# ? Nov 18, 2018 16:15 |
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Somebody posted this image in this thread before, I shall repost it:
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# ? Nov 18, 2018 16:33 |
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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.
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# ? Nov 18, 2018 16:35 |
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Jinnigan posted:what's the best or most efficient way to wire power, smart batteries, and small transformers?
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# ? Nov 18, 2018 17:01 |
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# ? May 30, 2024 00:41 |
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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.
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# ? Nov 18, 2018 17:10 |